Super Ledgehop: Double Laser is about a delinquent girl searching for her brother, featuring cheesesteaks and lots of screaming.
"Shoot today! Friends tomorrow!"
Unused Sounds#
snd_silence#
snd_comedyevent#
snd_laugh1#
snd_samplesound_david#
snd_samplesound_sonii#
It's a Windows 7 ding sound.
snd_samplesound_ultran#
It's a Windows 7 ding sound.
snd_samplesound_chair#
A mono version of snd_kamurofight.
snd_finalbosstheme#
Same as snd_finalloop.
Unused Rooms#
rm_templevelone#
(Source: geni)
rm_test_david#
(Source: geni)
rm_walltest#
(Source: geni)
rm_survivalmodeold#
rm_louiefightold#
(Source: geni)
rm_140bpmlouie#
rm_dialoguetest#
rm_title_david#
Empty Rooms#
- rm_sampleroom_david
- rm_sampleroom_sonii
- rm_sampleroom_ultran
Unseen Rooms#
rm_stage3bstart#
A copy of rm_stage3_1 without enemies. The game only shows its bottom part during dialogue between Yuuto and Tito.
Unused Graphics#
Beta Text#
sprite512#
A sprite containing one neutral portrait of Saul Dart without any mouth changes. It's the same as spr_saulneutral_0.
Empty Sprites#
- spr_samplesprite_chair
- spr_samplesprite_sonii
- spr_samplesprite_david
- spr_samplesprite_ultran
- sprite142
Unused Text#
gml_Object_obj_sauldialogue7_Create_0#
Message Call |
Dialogue |
|---|---|
global.messageArray[33] |
I'll bust you up! |
This line doesn't show up in the game because the message limit is set to 32.
gml_Object_obj_billdialogue5_Create_0#
Message Call |
Dialogue |
|---|---|
global.messageArray[12] |
You all desire this. You are just not aware. |
This line doesn't show up in the game because it has the same number as the next line, which is displayed instead.
gml_Object_obj_enddialogue10_Create_0#
Message Call |
Dialogue |
|---|---|
global.messageArray[1] |
But I guess I ain't getting cheesesteaks for it... |
This line doesn't show up in the game because it has the same number as the next line, which is displayed instead.
gml_Object_obj_textoncontact_Create_0#
While obj_textoncontact is used by gml_Object_obj_yourbestfriend_Alarm_0 and gml_Object_obj_titlecorruption_Alarm_0, its text is never shown.
Language |
gml_Object_obj_textoncontact_Create_0 |
gml_Object_obj_yourbestfriend_Alarm_0 |
|---|---|---|
default |
Have you forgotten? |
Have you forgotten? |
case 1 |
¿Ya has olvidado? |
¿Ya has olvidado? |
case 2 |
「忘れましたか?」 |
「忘れたの?」 |
case 3 |
Você se esqueceu? |
Você se esqueceu? |
case 4 |
As-tu oublié ? |
The only difference is that gml_Object_obj_textoncontact_Create_0 has a slightly different line in Japanese and doesn't have translation in French.
gml_Object_obj_dialoguetest_Create_0#
Speaker |
Dialogue |
|---|---|
Chizuru |
Who goes there!?! |
Yuuto |
It's just your favorite uncle. TITO! |
Chizuru |
W-What are you doing here!? |
Yuuto |
Well, it's too dangerous! |
Chizuru |
What do I do? |
Yuuto |
Uhh, take this shine reflector. I'll finish cutscene later. |
Note that this dialogue is "mini" (like those for absorb and reflect instructions) and uses Yuuto as the "left" speaker despite the context.
Unseen Text#
gml_Object_obj_firstlanguagecircle_Create_0#
lol the save file got zuccd
This line appears if the game can't write or read the save file. Due to such situation being rare, there's a low chance the player sees it.
Unused Code#
gml_Object_obj_betatext_Step_0#
if ((global.titleState == 1))
visible = false
else
visible = true
The code for showing "beta" sprite. obj_betatext is not present in any room, so this code is never used.