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Well, just got a new high score (212k, #36 at the moment). Got crushed against a tiki trap in Temple by one of the Thwomps (which don't kill you automatically now???) after getting a full ascension kit together, except for a weapon. I jumped onto a scorpionfly that I *thought* was a safe kill, and it launched me three times further than I expected into the air which led to my death. This after surviving two full zones with no bombs. Personally I think I'm done with the game, even without having beaten it - it's just too much of a departure from the PC version for me to really enjoy it. By the way - have any of you actually gotten the 99 bombs from Kali? I could've sworn I got enough sacrifices to get it, but nada.
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| # ? Jul 8, 2012 04:57 |
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| # ? May 21, 2013 17:02 |
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Majuju posted:Thwomps (which don't kill you automatically now???) Thwomps are actually super useful to use as elevators or bridges over long gaps now, in some situations.
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| # ? Jul 8, 2012 05:25 |
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Majuju posted:By the way - have any of you actually gotten the 99 bombs from Kali? I could've sworn I got enough sacrifices to get it, but nada. I have sacrificed 3 people and a mix of living and dead monsters and not gotten it. I'm assuming it no longer exists or it requires way more sacrifices than before. Which is silly since the Kapala is pretty easy to get assuming everything lines up properly.
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| # ? Jul 8, 2012 06:02 |
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Honestly, the biggest issue I have with the XBLA version is the increased speed of projectiles. Shotgun/guns always had a relatively fast speed, but the fact that arrow traps WILL hit you no matter what if you fall within their activation range is bullshit. I remember plenty of times in the original being able to fall straight past them without getting hit. I honestly get stuck more often in the mines than anywhere else. By the time I make it to the jungle it's so much easier to make further progress.
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| # ? Jul 8, 2012 06:24 |
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ShadeofDante posted:I remember plenty of times in the original being able to fall straight past them without getting hit. I remember plenty of times this week where I've done just that in the XBLA version...
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| # ? Jul 8, 2012 06:30 |
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Alehkhs posted:I remember plenty of times this week where I've done just that in the XBLA version... You can do it but I think you need to fall from a height of taller than 4 blocks, at least 3 blocks away or something to get enough velocity to outspeed the projectile speed. Honestly, the best solution is just to whip the moving arrows. Once I figured that out, arrow traps were pretty much a joke. The trigger distance for the arrow trap I think is 6 blocks. Running toward that with the whip out would let you cover several blocks while the whip animation is active. Same with jumping/falls, if you hit whip before you're right in front of the block. Also makes you feel like a complete badass while doing so.
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| # ? Jul 8, 2012 06:33 |
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ShadeofDante posted:Honestly, the biggest issue I have with the XBLA version is the increased speed of projectiles. Shotgun/guns always had a relatively fast speed, but the fact that arrow traps WILL hit you no matter what if you fall within their activation range is bullshit. I remember plenty of times in the original being able to fall straight past them without getting hit. If you fall while sprinting/moving away from them, starting from a block or two past, you'll generally dodge the arrow (narrowly). Takes some getting used to and not super helpful in most situations, but it works.
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| # ? Jul 8, 2012 07:40 |
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The game's making fun of me by adding all those blocks of counting lines at the entrance. A fresh batch of 4 chunks of 5's seem to be added every twenty deaths. My entrance room is starting to look like a jail cell from a 1940's cartoon. Is there a name for those hatched lines used for counting? There are two bottles sitting there as well that I don't remember, though I might be wrong about them not being there beforehand. I can't think of anything that they might represent anyway. Speaking of SpelunkyGuy's meta-awareness of his many deaths, I appreciate the GroundhogDay'esque theme that this version of Spelunky is pushing. The token effort of contextualizing the constant dying into what little narrative this game has is endearing. Gimbal lock fucked around with this message at Jul 8, 2012 around 08:38 |
| # ? Jul 8, 2012 08:36 |
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Gimbal lock posted:Is there a name for those hatched lines used for counting? Tally marks! ![]() I too am unsure of what the bottles mean.
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| # ? Jul 8, 2012 08:41 |
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The only change I'd like to see is shopkeepers not aggroing on you if a snake spits on them or something.
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| # ? Jul 8, 2012 09:01 |
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^ that and chest guard agression not triggering shop gaurds is all I wish for. It would be glorious.
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| # ? Jul 8, 2012 09:16 |
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I've changed my maiden to the dog as suggested in this thread, and since then I've been a lot more vigilant in saving them. The little howl they let out occasionally is the cutest thing. E: Warning, walking over TNT is fine, running over it will ruin your day. pr0p fucked around with this message at Jul 8, 2012 around 10:46 |
| # ? Jul 8, 2012 10:41 |
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Does anyone know why certain journal entries have an exclamation mark by them? Also, is there any way to view the journal out of game? Oh, and how do you deal with pirahnas? I can fairly regularly get to the jungle now but it's kicking my rear end.
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| # ? Jul 8, 2012 12:49 |
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Rapacity posted:Does anyone know why certain journal entries have an exclamation mark by them? Also, is there any way to view the journal out of game? Back button, then journal, I think the exclamation marks are new entries. Piranhas can be dealt with by explosives, or a couple of rocks thrown downward into the pool, usually as it bounces round it will take them out.
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| # ? Jul 8, 2012 13:23 |
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ShadeofDante posted:Honestly, the biggest issue I have with the XBLA version is the increased speed of projectiles. Shotgun/guns always had a relatively fast speed, but the fact that arrow traps WILL hit you no matter what if you fall within their activation range is bullshit. I remember plenty of times in the original being able to fall straight past them without getting hit. Why not just drop or throw a rock past the arrow trap? I usually drop/throw rats or pots, too. I throw pots all the time because I don't like having enemies jump into my face when I break them.
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| # ? Jul 8, 2012 13:33 |
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Protip, cameras instakill mummies. Killed like six of them on a dark level this way. Crushed later
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| # ? Jul 8, 2012 15:06 |
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When the PC version comes out someone is going to mod it to replace all the music with the music from The Great Cave Offensive again, right?
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| # ? Jul 8, 2012 15:18 |
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I just read about Hell's biggest dick move, holy poo poo. If you're doing a hellrun and don't want to rip your hair off just... read this, it's not work not knowing. You have to be standing on Olmec with the necronomicon to enter the door to it, the entrance doesn't have a stand on it so you can only enter when he's sinking in the lava
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| # ? Jul 8, 2012 15:51 |
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Majuju posted:If you fall while sprinting/moving away from them, starting from a block or two past, you'll generally dodge the arrow (narrowly). Takes some getting used to and not super helpful in most situations, but it works. Or you can just throw a rat or a rock or a skull or something whenever you see an arrow trap below you, then you don't have to worry about how efficiently you can game the system. Underwhelmed posted:Piranhas can be dealt with by explosives, or a couple of rocks thrown downward into the pool, usually as it bounces round it will take them out. Or just be a man and jump in and whip those motherfuckers.
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| # ? Jul 8, 2012 15:58 |
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Yeah, I'm pretty sure any arrow trap has something spawn near by it that you can throw in.
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| # ? Jul 8, 2012 16:13 |
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After playing to about 160 deaths, I have to say that I like this version better than the original on all fronts but 2 1) the status indicator takes up way too much space on the screen. I have been hit and or killed in more than one hilarious chain reaction because of poo poo I didn't see behind the giant heart/bombs/ropes indicator. 2) The shop keeper off screen agro for things I had nothing to do with is totally bullshit. I can deal with the game flipping me the finger with virtually any other obstacle or arrangement, but to enter a floor, and have the entire games worth of shops poisoned because of something I had no way to affect is pretty lame. I realize that part of the reason that monsters and so forth cause agro is to prevent easy exploits that could be used to kill shop keepers with little effort, but goddamn. Also, for some reason, I find the mines way harder than the Jungle and the Ice stage now. After turning up the brightness a little, I love the dark stages now, so much money to be had. Capsaicin posted:Yeah, I'm pretty sure any arrow trap has something spawn near by it that you can throw in. In a pinch, you can even use a rope if nothing else is on hand and you don;t want to waste a bomb/risk nuking a shop/pug.
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| # ? Jul 8, 2012 16:22 |
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Underwhelmed posted:
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| # ? Jul 8, 2012 16:36 |
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:aaaa: if a fire frog jumps in water, it turns into a regular frog.
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| # ? Jul 8, 2012 16:53 |
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DiscoMouse posted:Protip, cameras instakill mummies. Killed like six of them on a dark level this way. Crushed later
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| # ? Jul 8, 2012 17:04 |
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Underwhelmed posted:After playing to about 160 deaths, I have to say that I like this version better than the original on all fronts but 2 ![]() I heard shop aggro only stayed on the world you were on, though?
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| # ? Jul 8, 2012 17:05 |
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Thanks for all the good tips. Honestly ropes activating the traps is something I never would have tried. The game seems pretty good about spawning things to throw to activate most traps but there are definitely times where I've been given nothing. (like if traps spawn inside the snake pit, etc)
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| # ? Jul 8, 2012 17:06 |
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coyo7e posted:I heard shop aggro only stayed on the world you were on, though? Through a lot of trial and error (aka dying): shopkeepers don't de-aggro in at least four levels, between worlds, etc. I managed to go from 1-2 to 2-3 through sheer luck and they were still there, waiting, murdering the poo poo out of me at the exit.
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| # ? Jul 8, 2012 17:16 |
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Majuju posted:Through a lot of trial and error (aka dying): shopkeepers don't de-aggro in at least four levels, between worlds, etc. I managed to go from 1-2 to 2-3 through sheer luck and they were still there, waiting, murdering the poo poo out of me at the exit.
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| # ? Jul 8, 2012 17:27 |
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FactsAreUseless posted:If it's still like the PC version, they aggro for a certain number of levels based on your crime. IIRC, stealing from a shop is 1 level, attacking or injuring a shopkeeper is 2, and killing one is 4. So if you steal from a shop and manage to evade the shopkeeper next level without attacking him, no more will spawn. Killing one is basically a guarantee that you'll encounter them for the rest of the game. In PC, theft is 2 levels, attacking them is 2 levels, killing one is permanent 'wanted' status for the rest of the game.
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| # ? Jul 8, 2012 17:37 |
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FactsAreUseless posted:If it's still like the PC version, they aggro for a certain number of levels based on your crime. IIRC, stealing from a shop is 1 level, attacking or injuring a shopkeeper is 2, and killing one is 4. So if you steal from a shop and manage to evade the shopkeeper next level without attacking him, no more will spawn. Killing one is basically a guarantee that you'll encounter them for the rest of the game. If you're going to try this, I highly recommend you pile all of the store's inventory in the backcorner first, as you want to be sure you grab the shotgun and not what is for sale in that brief stun window.
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| # ? Jul 8, 2012 17:45 |
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OK, I just ruined a REALLY good game testing shopkeeper aggro (22 bombs and like $130k when I died in 2-2). Stole climbing gloves in 1-2, didn't touch any other shop/shopkeeper until 2-1 when I bounced on one's head, died in 2-2 to stunlock. Which, overall, means stealing is a really dumb idea, unless you are ballsy enough to fight shopkeepers with no frozen zone all the way through the rest of the game.
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| # ? Jul 8, 2012 18:02 |
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Majuju posted:Through a lot of trial and error (aka dying): shopkeepers don't de-aggro in at least four levels, between worlds, etc. I managed to go from 1-2 to 2-3 through sheer luck and they were still there, waiting, murdering the poo poo out of me at the exit. In one game, I had a shop aggro on 1-2 for god only knows what reason, it happened about 10 seconds after I entered the stage. By the time I got down to the situation, the keeper had gotten himself killed, I took the shotgun (it was a loving kissing booth with a dead Pug, so much for free loot) The other dude with a gun bouncing around near the exit, I managed to evade. Every level from there until 2-4 when I finally got killed, had a goddamn shop on it. I dodged the one on 1-3, but on 1-4 I ended up sticky bombing the keepers and from that point on I just murdered the little pricks whenever I had the chance. If there is a time out based severity of the crime, I assume that the keeper ending up dead would have flagged me as "wanted" forever. Ok so I guess the 3rd thing that bugs the poo poo out of me: 3) Shop Keepers need a little bit of a debuff. It shouldn't be easy to steal, but either they need to be slowed down, softened up a little, or the crime/wanted status needs to go away after a couple floors. Underwhelmed fucked around with this message at Jul 8, 2012 around 18:08 |
| # ? Jul 8, 2012 18:05 |
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It seems like in the XBLA version, anything that happens to a shopkeeper instantly becomes your fault. I remember in the PC version if something just happens to kill him by chance (like say, a fire frog just happens to explode in his face) then it's not your fault. Also if you managed to kill him without him going aggro, then you'd be in the clear. I haven't been able to test either of these on XBLA though, because the shopkeepers seem to have superhuman strength, speed, and endurance, and the one time I dared to throw an unconscious caveman at one, that caveman was full of buckshot before he hit the ground. I wonder if they'll do any title updates to change any of that (or better yet, if they're settings that can be changed via TMS).
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| # ? Jul 8, 2012 18:11 |
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ThisIsACoolGuy posted:I just read about Hell's biggest dick move, holy poo poo. If you're doing a hellrun and don't want to rip your hair off just... read this, it's not work not knowing. Yeah, this is what got me. WOOPS. It would have been trivial had I known, but it's just so counter to all the previous logic established in the game. I was mostly just bemused by it, though. I think all the other lame instakills up to that point simply made me not care anymore.
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| # ? Jul 8, 2012 18:18 |
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Okay, gently caress the stupid autograb, and gently caress whoever decided to put that in. It serves no purpose except to dick you over.
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| # ? Jul 8, 2012 19:50 |
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SporkTSI posted:Okay, gently caress the stupid autograb, and gently caress whoever decided to put that in. It serves no purpose except to dick you over. Trust me, you would have died a lot more to failing to grab a ledge if you had to press a button to activate it than you have to being clutched to a wall when you don't want to be.
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| # ? Jul 8, 2012 20:13 |
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Wait have any of us gotten to Hell? I know about 3 of us have gotten absurdly close. I'd play right now but EVO Grand Finals are happening.
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| # ? Jul 8, 2012 21:39 |
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We figured out how Derek Yu intended people to play Spelunky - turns out it's actually a drinking game in disguise! We did this last night (100 degree weather, too hot to go out) and it was a lot of fun. Rules: • Single player mode only, no shortcuts allowed, no special zones allowed • If a player dies, he drinks and passes the controller • If a player murders a damsel, he drinks • If a player brings a golden idol to the exit, all spectators drink (finally, a reason to get the idols) • If a player encounters a dark level, all spectators drink • When a player reaches a new zone, all spectators drink (i.e. go from 1-4 to 2-1) • Music must be muted, replaced with hip hop, preferably Gold Digger on loop Polo-Rican fucked around with this message at Jul 8, 2012 around 23:08 |
| # ? Jul 8, 2012 23:04 |
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So, of course the entrance to the Black Market is hidden just next to a holed up shopkeeper.
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| # ? Jul 8, 2012 23:42 |
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| # ? May 21, 2013 17:02 |
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I went on a good streak unlocking characters today. I've unlocked 4 from generic coffins that are about the levels(2 of those were previously though). I also found 2 more secret characters: One inside the worm and one inside the haunted castle What other secret levels have characters associated with them?
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| # ? Jul 8, 2012 23:46 |


























