subdirectory_arrow_right Cave Story (Game)
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Right after the fight with Curly Brace, you can go into her room. In there, you can find a secret tunnel. At the end, you will find an item called "Curly's Underwear." This item is a joke item, as it has no use and cannot be removed from your inventory. In Cave Story+, finding this hidden item unlocks "Curly Story".
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Archived version of the Cave Story 3D website (requires Adobe Flash emulators, e.g. the free Ruffle browser extension, to view):
https://archive.cavestory.org/cs3d/
Archived PDF of the Switch version's manual:
https://archive.org/details/cave-story-instruction-booklet/page/n11/mode/2up
https://archive.cavestory.org/cs3d/
Archived PDF of the Switch version's manual:
https://archive.org/details/cave-story-instruction-booklet/page/n11/mode/2up
subdirectory_arrow_right Cave Story (Game)
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It's possible to be hurt and even killed by Toroko while she's blindly attacking Quote in the Shack. In Cave Story+, if the player is killed by Toroko in this manner, they'll earn the Toroko Wins! achievement.
subdirectory_arrow_right Cave Story (Game)
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In the Steam, Wii, and DSi versions, Quote switches outfits based on difficulty settings and during holidays such as Christmas.
subdirectory_arrow_right Cave Story (Game)
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Unlike the original freeware version which runs at 50 frames per second (FPS), Cave Story+ runs at 60 FPS, which causes some minor differences in the game's physics. In a 2010 interview with Destructoid, the game's creator Pixel had this to say about the game's frame rate differences:
"No matter what environment (PC), if it runs well on 60fps, then I will always choose 60fps, without a doubt.
However, at that time, there were lots of PC setups that weren’t 60 fps. There were environments that could set the refresh rate through the program, but there were other environments where you couldn’t. Most PC’s were at a refresh rate slightly higher than 60fps. When that happens, with a one to two second cycle, the periodical scroll of the screen shook erratically and this affected the game experience–which I didn’t like.
In the end, I made it 50 fps because there were no environments at 50 fps. Regardless what environment it’s run on there would be no adverse issues. It’s very important that the movement or motion is consistent no matter what the environment.
At first I had contemplated that it was a refresh rate problem. The environment is restricted, but when I saw how smoothly the game scrolled on 60 fps I thought there couldn’t be any other choice than 60 fps. There were several other people on the Internet who’ve had similar thoughts, but then I saw points like it’s more important to make a fun game than to fixate on the refresh rate. I remember at that time feeling like I finally reached a solution."
However, at that time, there were lots of PC setups that weren’t 60 fps. There were environments that could set the refresh rate through the program, but there were other environments where you couldn’t. Most PC’s were at a refresh rate slightly higher than 60fps. When that happens, with a one to two second cycle, the periodical scroll of the screen shook erratically and this affected the game experience–which I didn’t like.
In the end, I made it 50 fps because there were no environments at 50 fps. Regardless what environment it’s run on there would be no adverse issues. It’s very important that the movement or motion is consistent no matter what the environment.
At first I had contemplated that it was a refresh rate problem. The environment is restricted, but when I saw how smoothly the game scrolled on 60 fps I thought there couldn’t be any other choice than 60 fps. There were several other people on the Internet who’ve had similar thoughts, but then I saw points like it’s more important to make a fun game than to fixate on the refresh rate. I remember at that time feeling like I finally reached a solution."
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