Stinkoman 20X6 Walkthrough Level 10

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[[Category:Stinkoman 20X6 Walkthrough]]
[[Category:Stinkoman 20X6 Walkthrough]]

Revision as of 23:55, 8 February 2021

Contents

Level 10 - LASTIMOST!

The final challenge awaits in an evil laircastle cavebase
Stinkoman finally confronts the final level! (Took him long enough!)

Stage 10.1 (Transcript)

Gotta pass 15 years somehow.

{Cut to Stinkoman, silhouetted, standing at the entrance to the castle. The post-boss music from Stinkoman 20X6 Level -0 plays. The camera pans up to show all of the castle. When it reaches the top, the sky darkens and lightning strikes repeatedly along with thunder. The lightning flashes and cuts to a close-up of Stinkoman with his eyes closed.}

STINKOMAN: {subtitled} ZZZ...MMMM. STUMMY FULLA {cut to full view of the castle} PRAWNS...ZZZ... {lightning strikes twice}

{Cut to the shadowy figure in his lair.}

SHADOWY FIGURE: {subtitled} UM. IS HE EVER GOING TO COME INSIDE?

{Pan right to 1-Up and Pan Pan. 1-Up has a long yellow beard and hair under his hat. The music abruptly stops.}

1-UP: {subtitled} I GREW A PRODIGIOUS BEARD! {closes his eyes as the beard shines}

{Small Pan Pan-like creatures suddenly appear around Pan Pan.}

1-UP: {subtitled} AND PANPAN HAD A HUNDRED BABIES.

SHADOWY FIGURE: {subtitled} EWWW!

{Cut to Stinkoman, who is nodding off.}

STINKOMAN: {subtitled} ZZZ...

{Lightning flashes and he suddenly jerks awake.}

STINKOMAN: {subtitled} {shakes his head back and forth} HUH-WAH?!

{Mushroom clouds appear around his head and he closes his eyes. The Level 1 music begins.}

STINKOMAN: {subtitled} OH NO! I FEEL ASLEEP!

{The mushroom clouds disappear and he opens his eyes.}

STINKOMAN: {subtitled} I SHOULD PROBABLY START HEADING INTO THAT FORTRESS

{Cut to Stinkoman in his double deuce pose against a blue gradient, surrounded by moving white lines.}

STINKOMAN: {subtitled} FOR THE FINAL CHALLENGE!!

{Cut to Stinkoman, silhouetted, standing still at the entrance. The music stops again.}

STINKOMAN: {subtitled} COMIN' UP HERE...

{Cut to a full view of the castle. Pause.}

STINKOMAN: {subtitled} PRETTY SOON.

{Cut to the Shadowy Figure, who has completely lost his patience. Different music plays.}

SHADOWY FIGURE: {subtitled} ARGH-TWICE! JUST SEND HIM TO THE END BOSS AREADY!!

{Cut to a close-up of a red button marked "TRAP THE DOOR". He presses it. Cut to 1-Up and Pan Pan, panicking.}

1-UP: {subtitled} OH NO! HE TRAPPED THE DOOR!

{Cut to Stinkoman. A trapdoor opens from underneath him and he falls through.}

After you defeat Worst End Boss Ever...

{The scene brightens and the boss explodes, revealing the shadowy figure.}

STINKOMAN: That was so dumb!

{The shadowy figure floats up and flies offscreen to the right. Stinkoman yawns and runs after him.}

{Cut to the level start scene with the words "TRY LEVEL 10.1" at the bottom.}

{As the level begins, the following words are projected across the screen for a few seconds.}

START PLAY!

Stage 10.1 Boss: Worst End Boss Ever (Guide)

  • It looks as if Strong Bad's prediction as to what the end boss looks like was correct. Fortunately, the Worst End Boss Ever is a joke boss. It only takes five hits to defeat, and it has one attack — a bouncing projectile that can easily be avoided.
  • After the fourth hit, it will fire spread shots and charge at you. The shots will not hit you, but contact with the boss will shred your health without any mercy invincibility. That is, if you let it by doing absolutely nothing.
  • Once you reduce this totally-not-end-boss to scrap with the fifth hit, the Shadowy Figure will appear again and flee, and Stinkoman will chase after him.

Stage 10.1 (Guide)

  • You start off facing a line of eight Denholms marching their way directly to Stinkoman's spawn point. Fortunately, they only last one hit apiece, so blast 'em before starting forward.
  • Shoot across the small gap to take out the Denholm before jumping to the next platform, then repeat with the two Denholms on the following platform.
  • On the next raised platform is a Yekop. Jump and shoot it (or just stand and shoot it; you can hit the lowest Yekop skull without going up to its platform) until it's gone, then move onward.
  • Ahead is a crumbling platform and a Lorber. Wait until the Lorber turns its back, then jump up to the crumbling platform and the Lorber's platform. Three shots in the back will take him out.
  • Either shoot down the Growtan on the next platform or ignore it and jump over it. You have the choice to either go down a set of platforms to the right or up a ladder made of rib bones.
    • If you go down the platform stairs, you'll find a crumbling platform with a capsule and a timed platform. Taking the timed platform up will reveal an extra life below another crumbling platform, but the timed platform won't lift you high enough to reach it.
  • Go up the ladder and quickly shoot out the Yekop, ducking back down the ladder if it pinches you in.
    • Heading right will reveal that timed platform and extra life again, but trying to make the leap, you'll find you can't quite reach it. Back up the ladder with you!
  • Instead, shoot the two Denholms before jumping to the platform on the left, then another Denholm on the next leftward platform. From here, jump to get your blasts over the Growtan's skull, taking out the Lorber, being sure to move under the raised wave of cannon fire when it comes your way.
  • Jump up the stairs and make your way along the small line of platforms, aiming your jumps so as not to fall into the floor of Porchis and drills below.
  • Once past the sharp things, quickly duck under the stairs to avoid the fish-looking Rightade. Ignore the Rightade, then climb the stairs and shoot the Thurgood Each until it pops, allowing access to the ladder.
  • Climb the ladder, lounging on the rungs to shoot out the two Denholms and Lorber to the right. Climb back down the ladder to avoid the Lorber's bullets.
  • Once the three enemies have been defeated, go up the ladder and up the platforms to the right, dropping down to where the baddies had been lingering. Head right and (surprise!) two more Denholms and another Lorber are hanging out on the next platform. Shoot them, moving under the Lorber's shots when required.
  • Hop over to their platform and move right. Going up and over a wall nets you a capsule with the sight of an extra life above you.
  • Move right and don't stop firing. Your fist blasts will take out the Soup Dibs being fired by a nearby Plonth, and will also eliminate the Plonth, damaging it when the Soup Dibs aren't taking the shots.
  • Hop on the timed platform when it's at its lowest. It's possible to time your jump to ride all the way up to the platform on the right, but much easier to hop off to the left as a resting point.
    • Additionally, shooting out or leaping over the Growtans and moving left will net you that extra life. Be careful when reaching the end of the platform, as a Kolkaryu will ambush you. Just drop down, grabbing the extra life, and quickly head right and out of range of the Kolkaryu's bullets.
  • Once on the column on the right, move right to the next platform. Wait until the Rightade starts moving right, then drop off the left side of the platform and start blasting. The Thurgood Each will spit out more Rightades as each is destroyed, but a continuous stream of blasts will eliminate them all.
  • Break through the crumbling platform where the Thurgood Each was sitting. In New Mode, you'll land on the checkpoint flag.
    • At this point, you have the option to break through the crumbling platform in front of the checkpoint flag to get the extra life below it. This will drop you to the crumbling platform with the capsule and the set of platforms to the right of the very first ladder, making for a long walk back. But if the enemies are destroyed, all it costs is time.
  • Drop down to the right and jump to shoot out the flying Lorber (called a Mistletooth) to the right.
  • Quickly fall left to the next platform, then off the left edge of the platform. From here, shoot right to take out the Yekop.
  • The Growtans can be shot out, but since you're on crumbling platforms, it's much simpler to jump over them when they're lowered. Make your way right along the line of crumbling platforms, hopping over the Growtans, before making it to sturdier ground.
Channel your inner Dangeresque...
  • Here are five Denholms, all of which can be quickly taken out, and a Lorber on the top platform, which can be eliminated or ignored. Jump or shoot out the Growtan on the right.
    • Down the ladder is a capsule, if you need it.
  • As soon as the timed platform reaches its leftmost point, jump on. Fire a shot to the right to remove the Denholm, then jump to the right platform before your footing vanishes. Repeat with the next platform moving up, being sure to take out the Denholm on your landing area.
  • To your right are three timed platforms moving up and down, along with one moving left and right below all of them. You're likely hosed if you fall, so instead, jump on all three platforms as they are moving up, making sure to watch the timer so you don't tumble.
  • From the right platform, jump from as high a point as you can. You'll likely miss the platform, but be sure to grab the ladder before falling to either death or respawn. Climb the ladder.
  • At the top of the ladder, the Shadowy Figure will appear and fire three balls at you. Dodge them and move right.
  • You'll quickly meet a rectangle-faced stick figure named Val Yancey, who will always charge in your direction. Shoot her and hop onto the small platform to dodge her, dropping and shooting her between avoidances.
  • Once Val Yancey is gone, head right to the flag, dodging or avoiding one last set of Shadowy Figure shots along the way.

Stage 10.2 (Transcript)

{The same level start scene is shown with the words, "TRY LEVEL 10.2" at the bottom.}

{As the level begins, the following words are projected across the screen for a few seconds.}

START PLAY!

Stage 10.2 (Guide)

  • As with the start of the previous stage, shoot out the line of three Denholms marching in your direction before heading right and taking out the Yekop.
  • Move forward until you meet a line of five hidden Growtans. It's possible to time your run so that you pass over all five Growtans as they're lowered. It's also possible to shoot them all. Do whatever's easier.
  • Keep going, shooting the line of four Denholms, then the Plonth and Soup Dibs atop a crumbling platform.
  • Drop through the crumbling platform, grabbing the capsule, before landing in... Level 1?
  • Wherever this is, you're now on a set of stairs with Jaros on the steps below. Shoot them all as they hop up, making your way to the ground. (There's another Jaro on the ground that needs shootin'.)
  • Climb the ladder and shoot the Chorch. Hop over left, dodging the Browntant's bullets and shooting him as well.
  • From the Browntant's ladder, shoot the three Greggos on the left, looking right after the shots to negate their invulnerability. Climb the Greggos' platforms, then take the moving platforms to a trapdoor. Hop onto the trapdoor (avoiding the drill above it) and onto the platform on the left, shooting the Chorch in the process.
  • Climb down the ladder. Slay the Browntant (climbing the ladder to avoid its shots) and grab a capsule.
  • Unfortunately, there's another Browntant on the left. Shoot or avoid it, then shoot out the Greggo on the ground.
  • There's another crumbling platform here. Smash through it, picking up the extra life, to find yourself in... Level 2?
  • You might have a good idea as to what's going on here now. If you fell where the extra life was, you should land on a safe stove between two Lundsfords. Move right, avoiding the Lundsford's flame, then hop on the fridge and onto the rising platform. You can ignore the Terrell and the two bottles of Tortan.
    • Alternatively, you can shoot the Terrell, run past the Tortans, and shoot through the wall at some of the enemies in the next section.
  • Ride to the upper platform, shooting out the Grundy, then make your way past the three drills. Hop down the two hovering platforms on the right to meet a clump of five Stobats. (Along with a couple of Grundys.)
    • If you ran past the Tortans earlier, you could have reduced them to one Stobat by shooting through the wall while jumping.
The dreaded Stobat Quintet.
  • Drop down to the left, out of range of any flying chicken bones. Shoot out the Grundys and Stobats, picking up a capsule hiding behind the poultry cluster.
  • Climb the platforms and retracting ladders on the right, then hop the sporks at the top of the platforms. Head down the platforms and ladders (watch out for the Browntant on the left), being careful of the Rose Blakes on the ground. A Kolkaryu will meet you between the Rose Blakes; stand directly underneath it to avoid its shots.
  • Once the Kolkaryu passes, pass over the right Rose Blake when it's black and cool, then hop on the edge of the Lundsford to avoid its flame. When the flame is out, pass it to reach another crumbling platform and capsule.
  • This platform drops you into a facsimile of Level 4, onto a checkpoint flag (in New Mode) and directly in front of a blastable Frotzer. As you move left, a Poorbt will appear; jump its fist and shoot it. Jump the platforms, shooting the Gokul.
  • When on the Gokul's platform, a Gaspeau will speed at you; shoot it. Then ride the moving platform over the floor of Pooru-Pooru and past the Pink Cham Cham's lasers.
    • If shot off the platform, run left. Another Poorbt will come at you when you clear the field of Pooru-Pooru.
  • Hop off the riding platform and you'll be on the mooooooon! A Bendini Sister will come directly at your platform, so hit the floor.
  • Climb the ladder to find a Chorch, a capsule, and a Bluetant. Grab the pill and shoot the enemies, then take the moving platform (dodging the Bendini Sister).
    • Alternately, move left past the ladder and through the trio of Piedmonts.
  • As you approach the next crumbling platform, an Astromund will charge you; hop it, then make your way down the next crumbling platform into the Flying Cloud Zone.
  • Climb the evaporating clouds and shoot down the Protek on the long cloud platform. Run right, moving against the conveyor belt while dodging the Stafulter. Climb onto the next cloud (avoiding the Stothos' shots from across the level gap) and drop down to the floor.
    • There's a capsule to the left, behind a Postlethwaite and a floor Porchi.
  • Fortunately, you won't freeze to square in this ice zone, but there's still a Stothos here that needs to go. Shoot it from the rising platform before hopping to its location. Move right and get on the platform moving left to right.
    • There's another capsule here. From this moving platform, get on the platform going up and down and shoot out the Stothos on the left. Hop on the set of platforms leading up to the capsule, shooting the single My Benj on the capsule platform itself.
  • Fall off to the right, avoiding the three My Benj on the ground. Move left so your bullets can hit the My Benj, then take out the Biztar on the collapsing platform once clear.
  • When you hit the crumbling platform, a Fullbide will fly at you from the left, so shoot it out before dropping to the next level.
  • In your small glitched-out landing space, fall through the reverse trapdoor into a small hole, from where you can safely shoot the Plonth on the left (ignore the Soup Dibs) and the Mistletooth on the right.
  • Back in Level 10, climb the rib ladder and grab the capsule atop the column. Jump and shoot the Downtant before climbing onto the rising and falling platform.
  • Drop onto the floor below the platform and meet another Val Yancey. Jump over it as it charges between shots until your fifth hit takes it out.
  • Move left and the Shadowy Figure will fire another blast of three shots at you; dodge them before hopping on the timed platform. Ride it to the top of the column, then drop left onto the crumbling platform.
  • Break through this final crumbling platform, hug the left wall for a capsule, and prepare to meet...

Level 10 Boss: Z Sabre (Transcript)

{A spotlight opens in a black screen. Stinkoman falls from it and makes a three-point landing. The music from the level's opening cutscene plays. Cut to a close-up of Stinkoman as he looks up.}

STINKOMAN: {subtitled} THREE POINT STANCE PANTS.

{Cut to Stinkoman walking in from the left. The scene slowly brightens to reveal a dark blue room.}

STINKOMAN: {subtitled} {looking back and forth} HELLO? I'M HERE TO GET MY RED BUTTON REVENGE!

STINKOMAN: {subtitled} {looks backward and holds his glove to his face, thinking} AND RESCUE THOSE OTHER CHARACTERS I GUESS.

{Cut to 1-Up and Pan Pan. The music abruptly stops.}

1-UP: {subtitled} THAT'S LIKE US!!

{The still-silhouetted shadowy figure emerges. The "trapdoor" music from the opening cutscene plays.}

SHADOWY FIGURE: {subtitled} STINKOMAN...

{Cut to Stinkoman.}

STINKOMAN: {subtitled} SHOW YOURSELF, MYSTERIOUS SILHOUETTE-O!

{Cut to the shadowy figure, as the the shadows recede. He resembles an anime version of Coach Z wearing a huge red cape and pauldrons.}

Z SABRE: {subtitled} I AM...

{Cut to a shot from below as he walks forward, looming above the camera.}

Z SABRE: {subtitled} Z SABRE!!

{He holds up a zig-zagged sword menacingly, which shines. Cut to Stinkoman.}

STINKOMAN: {subtitled} {pointing ahead} ARE YOU WEARING A PUPPET THEATRE? BECAUSE IT LOOKS

STINKOMAN: {subtitled} {thinking} LIKE YOU ARE WEARING A PUPPET THEATRE.

{Cut to Z Sabre.}

Z SABRE: {subtitled} I AM WEARING A MAJESTIC CAPE AND THE SHOULDER THINGIES

Z SABRE: {subtitled} ARE CALLED PAULDRONS YOU SIMPLETON!!

{He slashes three times, making a Z pattern. He hits Stinkoman, who collapses. Cut to 1-Up.}

1-UP: {subtitled} NOOOOO!!

{Cut to Z Sabre, who again raises his sword.}

Z SABRE: {subtitled} AND NOW TO TAKE MY RIGHT-FULLY PLACE AS "THE GUY!"

{Cut to 1-Up.}

1-UP: {subtitled} STINOKMAN! MOUTH CATCH!!

{He picks up the Power Crunch and throws it. Cut to the Power Crunch travelling through the air. The level select music starts to play. Stinkoman catches the Crunch in his mouth and swallows it.}

STINKOMAN: {subtitled} CRUNCH!

{He is renewed and strikes a dramatic pose. Cut to a zoomed-out shot. My Benj start to float upwards. The "Making small rocks float up off the ground!" sound clip plays at a higher pitch.}

STINKOMAN: {subtitled} MAKING SMALL ROCKS FLOAT UP OFF THE GROUND!

{He suddenly becomes muscular and jumps upward with a flash of bright light.}

Level 10 Boss: Z Sabre (Guide)

  • With the effects of the Power Crunch, Stinkoman is now super buff, allowing him to jump much higher. You are going to need it. Z Sabre has four attacks at his disposal that he uses at random.
    • The first is a horizontal charge that can be avoided by jumping over him as long as you are not too far toward the edge of the screen; otherwise, you will land on him and take damage.
    • The second will have him jump up and strike below him. To dodge this attack, simply run in the opposite direction, and his attack will fall short.
    • The third will have him launch a wave projectile across the arena. This is probably the simplest to avoid by simply jumping over the wave.
    • The fourth will have him hover above the arena and shoot three volleys of triple-shot projectiles before landing and taunting. To avoid it, start running in his direction when his cape shows up.
  • Z Sabre cannot be hit when he's not attacking, so the main focus of the fight should be dodging and returning counter-fire. He is vulnerable for a short period after each attack. After seven hits, Z Sabre will be down and a cutscene will play, but it's not congraturation time yet...

Level 10 Boss: Mecha-Trogador (Transcript)

{Music from the next boss battle plays. The screen is split by a diagonal line, and Stinkoman and Z Sabre jump toward each other. Cut to Stinkoman as he charges an attack...}

STINKOMAN: {subtitled} DOT...DOT...DOT!!

{...and lets lose a huge shot. Cut to Z Sabre. He is hit and falls backwards in a heap. Cut to him falling to the ground as the music stops. His sword plants itself in the ground near him. Cut to a close-up of Stinkoman.}

STINKOMAN: {subtitled} AND SO BEGENDS THE LAST MOST CHALLENGE.

{Cut to Z Sabre, as a laughing sound effect is heard.}

Z SABRE: {subtitled} HA. HA. HA. IF I CAN'T BE THE GUY, THEN NO ONE CAN!

{He closes his fist with a sound effect. Cut to a sliding door that shakes and opens, as a giant red clawed foot slams down. Cut back to Z Sabre.}

Z SABRE: {subtitled} SAY HELLO TO MY PET INSIDE QUOTES!

{Trogdor-like music plays. Cut back to the red claw, now joined by a second, and pan up the "pet", revealing it to be a robotic version of Trogador. He lowers his head into the camera and roars. Cut back to a shocked Stinkoman.}

STINKOMAN: {subtitled} MECHA-TROGADOR?!?!

Level 10 Boss: Mecha-Trogador (Guide)

You gotta have blue fire.
  • The boss arena contains two timer platforms: one vertical and one horizontal. Mecha-Trogador occupies nearly the entire right half of the screen and walks to the left and right.
  • Mecha-Trogador has four attacks at his disposal that always activate in order:
    • A talon will shoot off from one of Mecha-Trogador's feet (two talons in succession when he is down to his last 3 hits). This can easily be avoided by jumping or standing on one of the timer platforms.
    • Mecha-Trogador's Beefy Arm will track Stinkoman vertically before charging across the screen. When you see his arm pointing at Stinkoman, prepare to either jump onto the platforms, or walk off them, depending where the arm is aimed. If the arm is set on the ground, you can simply jump over the fist.
    • The green bar on Mecha-Trogador's neck will begin lighting up, accompanied by a charging-up sound. When all the lights are on, Mecha-Trogador will use his Atomic Breath to cover the floor in flames temporarily. Jumping onto the highest platform is the only guaranteed way to avoid it. However, if he has moved all the way toward the right, you can avoid the flames even from the floor.
    • One of Mecha-Trogador's nostrils will "open" and fire a Browntant bullet upward left. It is easy to avoid by walking leftward off the topmost platform, or jumping rightward over the bullet.
  • To defeat Mecha-Trogador, climb up to his eyes and deal 3 hits of damage to them. This will cause his eyes to shut and the Crystal Heart of Mecha-Trogador in his chest to expose itself periodically. Climb down and deal 3 hits of damage to it, and his eyes will open up once more. This is easiest from the floor. Focus on anticipating and avoiding his attacks, taking shots when you get the opportunity. You'll have to do this process 3 times (18 hits in total) to finally slay Trogdor...'s impostor's impostor.

Stage 10.5 (Transcript)

BACK OFF BABY

{Pan down Mecha-Trogador as he explodes, bringing the whole castle down around him. Stinkoman is silhouetted in the foreground. Cut to 1-Up and Pan Pan.}

1-UP: {subtitled} STINKOMAN! THE CRYSTAL HEART OF MECHA-TROGADOR IS ABOUT TO ASPLODE!

{All sound immediately cuts out and the shaking stops as the camera pans right to the TV, showing Vector Strong Bad's face.}

VECTOR STRONG BAD: {subtitled} HEY! QUIT BIGHTENING MY STYLE!

{Cut to Stinkoman as the sound effects return.}

STINKOMAN: {subtitled} I'LL FIND A WAY OUT! YOU TWO MEET ME IN THE NEXT CUTSCENE SAFE AND SOUND!

{Cut to 1-Up and Pan Pan.}

1-UP: {subtitled} GREAT PLAN!!

{The two head off.}

Stage 10.5 Guide

  • That must have been a load bearing dragon; the base is crumbling and 90 seconds away from exploding. Make your way to the Stinkowing to escape. The effects of the Power Crunch have worn off so your jumps are back to normal.
  • Hop the platforms up and to the right. Grab a capsule on the right if you need it.
  • Get on the timed platform as it's rising, then go up-rightward along the next set of platforms.
  • Hop up to the next timed platform, then quickly onto the trapdoor and onto the platform above it and to the right. Keep going up-right until you see another trapdoor below a ladder; jump on the trapdoor, then climb the ladder. Take the extra life on the right if you want.
  • From the platform at the top of the ladder, jump and shoot the Browntant, then jump leftward from the crumbling platform to the Browntant's platform. Climb the ladder.
  • Atop this ladder, jump right to the platform. Like in 10.1, jump on the timed platforms on the way up; unlike in 10.1, there's a trapdoor at the end on the timed platforms. Jump on it, then quickly jump to the top of the column.
  • From here, just fall all the way down to the floor, then run right and to the Stinkowing to fly your way to the credits!

Final Cutscene

Mecha-Trogador comes in the DAAAAAAY!!!!
All the better to say "jorb" with.

{Happy music plays. The Stinkowing flies away from the exploding castle. Cut to the castle as it collapses. Cut to the three heroes, looking out at it. 1-Up's hair and beard suddenly blow away in the wind. Cut to behind them, as Mecha-Trogador bursts out of the castle's wreckage and his boss music begins. Cut to the three.}

STINKOMAN AND 1-UP: {subtitled} WHAAH AND BLAAH!

{But Mecha-Trogador continues exploding, finally blowing up for good. The happy music resumes as seven colored crystals are thrown from him. Cut to the heroes looking on.}

STINKOMAN: {subtitled} THE CRYSTAL SHARDS OF MECHA-TROGADOR SCATTERED {cut to the front of the heroes} AND SMOTHERED ACROSS PLANET K.

1-UP: {subtitled} WE SHOULD PROLLY MAKE SURE NO ONE TRIES TO REASSEMBLE THEM.

STINKOMAN: {subtitled} {turns toward 1-Up} HEY SAYING-WORDS-GUY! THAT'S A GREAT IDEA FOR A SEQUEL OR MAYBE AN ANIMATED SERIES!

OFFSCREEN VOICE: {subtitled} YEAH!

{Pan left to show Marzi-Mei and Cheatball standing nearby. The music changes to the song heard in the opening cutscene of Level 7.}

MARZI-MEI: {subtitled} MAYBE YOU CAN ACTUALLY INCLUDE US THIS TIME!

{Zoom in to Marzi-Mei as her eye shines. The music fades out.}

MARZI-MEI: {subtitled} SHING!

{Cut to an amused Stinkoman. The title screen music plays.}

STINKOMAN: {subtitled} MARZI-MEI AND CHEATBALL?!

{Cut to a slow zoom-in of Stinkoman in a fighting pose.}

STINKOMAN: {subtitled} I MAY BE WAY OFF BASE HERE BUT THIS LOOKS LIKE A BY-THE-NUMBERS CASE OF SOMEONE ASKING ME FOR A

{He is interrupted by a black "THE END" screen. THe music stops Cut to Z Sabre emerging from the castle's wreckage, as the music from the Level 9 post-boss cutscene plays. His left eye is now scarred over and the bottom of his face is scarred, revealing a mouth. A laughing sound effect is played.}

Z SABRE: {subtitled} NOW I HAVE A MOUUUUTH!

{Cut back to "THE END". Cut to the game's title at the top of the screen, as a sunset version of Level 1 fades in. Roll credits.}

Credits

Metal necks would have made for a better challenge.
That description was right after all...
  • As the credits roll, you'll be challenged to one final fight just for fun against none other than Sticklyman. Fortunately, neither of you can kill each other, and you can choose not to fight him — but where would the fun be in that?
  • At the end, you are rewarded with a link to an HD YouTube upload of the intro cinematic.
STINKOMAN
20X6

ORIGINAL PROGRAMMING
& DEVELOPMENT BY
JONATHAN HOWE
MIKE & MATT CHAPMAN

LEVEL 10 UPDATE
PROGRAMMING BY
JEZ SWANSON
@JEZZAMONN

LEVEL 10 UPDATE
DEVELOPMENT BY
JEZ SWANSON
MIKE & MATT CHAPMAN

MUSIC BY
JONATHAN HOWE

LEVEL 10 MUSIC BY
U.Z. INU

ADDITIONAL MUSIC BY
JEZ SWANSON
MIKE & MATT CHAPMAN

INTRO CINEMATIC BY
SMALLBU STUDIOS
SMALLBU.COM

MARZI-MEI DESIGN BY
LINDSAY SMALL-BUTERA

INTRO CINEMATIC THEME BY
PAUL & STORM

PLAYTESTING BY
COLIN MCINERNEY

EXTREME PATIENCE BY
YOU THE PLAYER!

♥THANKS FOR COMING
BACK AFTER 15 YEARS!♥

OBLIGATORY CAST
SCROLL

  • JARO
  • POORU-POORU
  • BROWNTANT
  • ROSE BLAKE
  • GRUNDY
  • STOBAT
  • TORTAN
  • MR. UBBERS
  • GOKUL
  • PINK CHAMCHAM
  • ASTROMUND
  • DOWNTANT
  • PORCHI
  • POSTLETHWAITE
  • HASH-HAW
  • STOTHOS
  • SEEPER MO
  • BIZTAR
  • DOLMERLAY
  • SEMULADE
  • SACKASTANO
  • BROODACRE
  • DENHOLM
  • MISTLETOOTH
  • YEKOP
  • RIGHTADE
  • VAL YANCEY
  • GREGGO
  • CHORCH
  • TERRELL
  • KOLKARYU
  • LUNDSFORD
  • OLD SAGE
  • CLOWDER
  • POORBT
  • GASPEAU
  • FROTZER
  • THE BENDINI SISTERS
  • PIEDMONT
  • STAFULTER
  • PROTEK
  • MY BENJ
  • FULLBIDE
  • DITMARS
  • PRUDENCH
  • ROLDHAP
  • FUNDLAKE
  • QUORVEKT
  • REID
  • LORBER
  • GROWTAN
  • PLONTH & SOUP DIB
  • THURGOOD EACH
  • BUBS

END BOSS
FEATURES

  • TAMPO
  • BRODY
  • STLUNKO
  • SAARGSSTON
  • NEBULON
  • THE LIEKAND
  • AN ICE MACHINE
  • EKERSBY
  • HARVAX XVII
  • WORST END BOSS EVER
  • Z SABRE
  • MECHA-TROGADOR

HARMLESS JUNK 2020 ®
ALL RIGHTS RESERVED

CONGRATULATIONS! CLICK HERE
FOR AN HD VERSION OF
THE OPENING CINEMATIC.


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