Portal: The Flash Version: Difference between revisions
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== Items and Mechanics == | == Items and Mechanics == | ||
The game uses most of the mechanics that are used in the original Portal, but it also uses some scrapped and totally new mechanics as well. Here is a list of the mechanics that weren't used in the original Portal but made it to ''Portal 2'' from the flash version. | The game uses most of the mechanics that are used in the original Portal, but it also uses some scrapped and totally new mechanics as well. Here is a list of the mechanics that weren't used in the original ''Portal'' but made it to ''Portal 2'' from the flash version. ''[[Portal: Still Alive]]'', being largely based off of [[Portal: The Flash Version MapPack|the MapPack]] and thus the Flash Version, includes all of the features introduced in those titles. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Item or Mechanic | !Item or Mechanic | ||
!Task | !Task | ||
!Portal | !Portal | ||
!Portal: <br>Still Alive | |||
!Portal 2 | !Portal 2 | ||
|- | |- | ||
|[[Security Camera]] | |[[Security Camera]] | ||
|All Tasks | |All Tasks | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;" | | | style="background-color: lightgreen;" | | ||
| style="background-color: lightgreen;" | | | style="background-color: lightgreen;" | | ||
Line 30: | Line 32: | ||
|Task 11 | |Task 11 | ||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;text-align:center;" | '''Modified''' | | style="background-color: lightgreen;text-align:center;" | '''Modified''' | ||
|- | |- | ||
|[[Unstationary Scaffold]] | |[[Unstationary Scaffold]] | ||
|Task 12 | |Task 12 | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;" | | | style="background-color: lightgreen;" | | ||
| style="background-color: lightgreen;text-align:center;" | '''Modified''' | | style="background-color: lightgreen;text-align:center;" | '''Modified''' | ||
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|Task 13 | |Task 13 | ||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
|- | |- | ||
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|Task 16 | |Task 16 | ||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;text-align:center;" | '''Modified''' | | style="background-color: lightgreen;text-align:center;" | '''Modified''' | ||
|- | |- | ||
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|Task 18 | |Task 18 | ||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
|- | |- | ||
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|Task 19 | |Task 19 | ||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
|- | |- | ||
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|Task 21 | |Task 21 | ||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: #EE9090;" | | | style="background-color: #EE9090;" | | ||
|- | |- | ||
|[[Storage Cube]] | |[[Storage Cube]] | ||
|Task 25 | |Task 25 | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;" | | | style="background-color: lightgreen;" | | ||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
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|[[Turret]] | |[[Turret]] | ||
|Task 29 | |Task 29 | ||
| style="background-color: lightgreen;" | | |||
| style="background-color: lightgreen;" | | | style="background-color: lightgreen;" | | ||
| style="background-color: lightgreen" | | | style="background-color: lightgreen" | | ||
|- | |- | ||
|} | |} | ||
== Controls == | == Controls == | ||
{{key|Left Mouse Button}} - Shoot Portals<br> | {{key|Left Mouse Button}} - Shoot Portals<br> |
Revision as of 23:23, 4 September 2017
Developer: |
We Create Stuff |
Engine: |
Adobe Flash |
Modes: |
Singleplayer |
Genre: |
Two Dimensional Puzzle Platformer |
Requirements: |
Adobe Flash Player 8 |
Portal: The Flash Version is a two dimensional game made with Adobe Flash based on Valve's Portal. It features the same environment and testing elements as Portal does, while even introducing some new features of its own. This game has also been recreated into the Portal Software Development Kit (Source SDK) and released as a Map-Pack. Some of the levels are included in the XBOX Live Arcade version of Portal, Portal: Still Alive. Some of the levels and mechanics used in this mod have also been "borrowed" over into a few other Map-Packs, or "Mods". This can most commonly be found in the Portal: Prelude mod, which uses the Electricity Field and a few of the levels used in the flash version.
Overview
The game starts with the words "Good morning subject 15837. It is time to begin your test." after which the first "task" (which is what the game familiarizes the test chambers as) starts with the use of the ASHPD or Portal Gun. The text on top of the screen suggests that the subject might not be familiar with the facility, but explains that they need to exit the rooms. The first task where the player can be killed in is Task: 10, where a ledge the player needs to Portal over is introduced. The first encounter with a dangerous mechanic happens in Task: 11, with a modified "Crusher" used in the trailer for Portal. Most of these tasks do not require precise timing, except for a few tasks featuring the High Energy Pellet (known as Combine Balls in the Half-Life Universe) or the dangerous "Electricity Field", that lights up for four seconds at a time and then pauses for three seconds.
Items and Mechanics
The game uses most of the mechanics that are used in the original Portal, but it also uses some scrapped and totally new mechanics as well. Here is a list of the mechanics that weren't used in the original Portal but made it to Portal 2 from the flash version. Portal: Still Alive, being largely based off of the MapPack and thus the Flash Version, includes all of the features introduced in those titles.
Item or Mechanic | Task | Portal | Portal: Still Alive |
Portal 2 |
---|---|---|---|---|
Security Camera | All Tasks | |||
Crusher | Task 11 | Modified | ||
Unstationary Scaffold | Task 12 | Modified | ||
Electricity Fields | Task 13 | |||
Blue Plasma Wall | Task 16 | Modified | ||
Red Plasma Wall | Task 18 | |||
Button | Task 19 | |||
Energy ball | Task 21 | |||
Storage Cube | Task 25 | |||
Turret | Task 29 |
Controls
Left Mouse Button - Shoot Portals
A W D - Move
Q - Launch a Blue Portal
E - Launch a Yellow Portal
R - Close Portals
F - Pick up an Object
~ - Open up Developer Console (Can be Enabled Through the Settings)
O - Quick Quality Adjust
Esc or P - Pause the Game
Console
This game also includes an in-game console[1] available through the options in the main menu, and can be opened by pressing ~. Some commands include:
noclip god gravity # restartlevel nextlevel prevlevel gotolevel # createbox createturret createball removebox removeturret use help commandlist showlist showcommand
Tasks
Screenshots of the tasks | ||||||||||||||||||||||||||||||||||||||||
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Trivia
- In task 16 as you are passing the first Blue plasma wall, a character carrying a briefcase (presumably the G-Man from the Half-Life series) can be seen walking behind the window.
References
External link
- We Create Stuff, the creators of the game
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