Random Mode
- Play through all the levels from the main campaign (except for the boss level) in a randomized order
- The mode doesn't stop after all levels are cleared; keep going and see how far you can get! ...well, until you get to the dreaded kill screen, that is ;)
- Three power-ups that can randomly appear and help you turn the tables: the pickaxe, the platinum coin bag, and the double jump boots
- Bonus rounds every 3 levels (for the first 15 rounds; afterwards, they become less frequent)
- Multiple options to customize a run, such as disabling certain levels from being selected, starting amount of lives, amount of continues allowed, and enabling or disabling bonus stages and power-ups from appearing
- A unique high score table separate from the main campaign's table
- More secrets! Some obvious, some not so obvious
Random mode isn't all that's new in this update, however; tons of extra tweaks and bug fixes have been made as well! Here's all the changes that've been made to the game:
Tweaks
- Snakes move a bit slower in the later levels
- Snakes stay kicked off the screen for a bit longer in the later levels
- Bonus items stay on screen for a bit longer
- Mike becomes slightly less random in the later levels
- Adjusted Handy and Candy's targeting parameters a bit
- When exiting from a tunnel, blinded snakes will try to appear a bit closer to the player
- Increased the amount of time SN-4K3 stays grounded for after divebombing
- Added a small handful of more records in the records menu
- Made a few more slight optimizations in the game's code
Bug Fixes
- Fixed a bug where Cobots in the boss fight move faster than they're supposed to on the player's first life
- Fixed a minor bug in the extras menu when exiting from one of the sub-menus
- Deaths by Candy in attract mode will no longer add to the total amount of deaths by her in records