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1  Games / Spelunky / Suggestion: Mothership gives Hired Hand if Robot unlocked (as Castle level does) on: September 30, 2014, 12:44:07 AM
Score runners who want to get anywhere close to WR score near-universally use the "reset game profile" trick to re-lock the Robot from Mothership, in order to have the robot carry the Plasma Cannon to 4-2 (the player's hands being occupied with Scepter picked up on 4-1, and not able to carry both).

While effective, this is an annoying out-of-game mechanic that players must remember to do, and also keeps wiping their profile. Given the fact that pretty much all expert score runners accepted it as a legitimate tactic, I think it's better to make it part of the game itself.

Considering the Castle level already gives Hired Hand if the Van Helsing character is unlocked, it should be simple to make mothership behave same way - give Hired Hand in the pod if Robot is unlocked, so that profile wipes are not required.
2  Games / Spelunky / Suggestion: reduce arrow trap trigger range by 1 block on: September 30, 2014, 12:38:53 AM
Spelunky is supposed to be challenging, but the challenge should be fair and reasonably mitigated by better play. Currently, however, aggro range of arrow traps is just slightly too far to be fair when speedrunning. The only mitigation "strategy" is to constantly whip ahead of yourself as you run, which is just not fun.

Reducing arrow trap trigger range by 1 block would remove it's "annoyance" factor for even the best players, without significantly reducing the overall danger they present to careless play.
3  Games / Spelunky / Consistent floor level reference on: February 16, 2014, 05:03:09 AM
There are at least 3 different ways levels (floors) are referred to (let's take the first level of the Ice Caves for example):

1. Level 3-1 (in most places like tab menu, Pro Hud, etc)
2. Level 9 (in the Game Over menu showing your final level reached)
3. 900m (in sign between floors)

I think three different ways is too much. I like the 900m for the sign text, but other references should consistently use 3-1 instead of 9, etc.
4  Games / Spelunky Support / Re: Release Notes on: February 11, 2014, 03:23:38 AM
Did the "Anubis II falling thru the floor when freeze-rayed" bug get fixed?
5  Games / Spelunky Support / Re: Delay introduced with new patch [PC] on: February 11, 2014, 03:21:40 AM
Why not make 60hz vs 120hz a game settings option?
6  Games / Spelunky / Quick start Daily challenge hotkey on: February 02, 2014, 07:43:43 PM
Simple suggestion for next patch - ability to quick-start a Daily Challenge game if available. Many players usually turn on Spelunky just to play the Daily. It's annoying to have to go through all the intros just for that, every day.

Also, the hotkey is a bit inconsistent (using keyboard, but not sure if same issue for gamepads):

"Quick start" (normal game): R key
"Quick restart" (normal game): D key

Given that you can't restart a Daily, I suggest changing to:

"Quick start" (normal game): D key
"Quick restart" (normal game): D key
"Quick start Daily Challenge" (if possible): R key
7  Games / Spelunky / Upcoming patch and gold runs on: February 02, 2014, 07:11:05 PM
Based on discussion from people with early access to next patch, it seems that Olmec would now be ghostable.

While this may seem a good idea for allowing more gems to be ghosted, I'm concerned it would make gold runs even more luck based than they are now. The reason is that you have no way to know whether you'll be able to spawn ghost by Olmec time, meaning that for a world-record-class gold run, you'd have to spend hours into a gold run before even knowing whether you have a viable shot at it or not.

Essentially you'd introduce all the luck based aspect of a solo eggplant run into a gold run, except it'd be MUCH more tedious (because with eggplant you just need to carry it forward, while with gold run you spend hours grinding level after level).

Variety is good, and luck-of-the-draw is a legitimate mechanic on a level-by-level basis, but forcing players to spend hours before realizing their run is thrown for reasons beyond their control, seems too unfair even for a rogue-like.

I wonder whether there can be some mechanic adjustment to make sure long runs like a gold run would be, over the term of an entire game, be more skill and less luck based. If the decision to allow Olmec to be ghostable goes ahead, perhaps something like a guaranteed Altar spawn on either 4-1 or 4-2 levels would be enough.
8  Games / Spelunky / Unstoppable Force vs Immovable Object on: October 20, 2013, 03:19:02 AM
What would happen if you run with a Shield against a Crush Trap?  Grin
9  Games / Spelunky Support / Re: Teleporter range difference between XBLA and PC on: October 14, 2013, 12:23:50 AM
IDK, but the latter can be correct as it teleports 4-8 blocks like it does for every other direction.

Sure. This post isn't so much about saying the PC version is "right", as just stating there is a difference which should be fixed be the same on both XBLA and PC, whether that "same" value would be 4-8 or 3-5.
10  Games / Spelunky Support / Teleporter range difference between XBLA and PC on: October 13, 2013, 11:40:25 PM
Based on feedback from Bananasaurus Rex (current Hell speedrun World Record holder and holder of one of the best regular run times as well) it seems that the teleporter behaves differently on the PC and XBLA:

  • On the XBLA, teleporting down teleports you between 3 and 5 spaces.
  • On the PC, teleporting down teleports you between 4 and 8 spaces.

Teleporting in any direction other than down is 4-8 spaces on both PC and XBLA.

Apparently this is a big deal for speedrunning, because the 3-5 space teleport range is much safer than 4-8, and thus much easier to speedrun with. It causes an unfair advantage to XBLA (or an unfair disadvantage to PC) players.

It'd be nice to know whether this discrepancy is intended, and if it isn't, which behavior is the correct one, and whether there could be a patch that unifies the behavior between PC and XBLA one way or another.

Thanks!
11  Games / Spelunky / Re: Inspiration from an old game called Zeliard? on: September 23, 2013, 08:55:35 PM
*clap*clap*clap*
Dat game is the father of spelunky!!! Cheesy

It looks like it from the design perspective, indeed. Gameplay wise it's not like spelunky, but more like a father of the action RPG genre. While being a scroll platformer, it had a much more advanced RPG and story than most platformers of the time (or any time). In fact, I've heard people comparing it action RPG quest to that of games like Diablo, despite being mechanically very different.

Overall it was an excellent game and very advanced for its time. Pity not many people know about it. The 1990 PC version also has awesome music.
12  Games / Spelunky / Inspiration from an old game called Zeliard? on: September 23, 2013, 04:28:46 PM
Hey everyone! Love Spelunky, and made an account here just to post this!  Grin

I was playing Spelunky and couldn't help but notice a lot of visual (level/monster) design with another favorite game of mine, a very old called Zeliard (read the wikipedia article or the fan site). It was originally released in 1987 in Japan (that's 26 years ago!), and in 1990 in North America.

Below screenshot shows how much the levels are in common (even the level progression order is similar!), as well as several common monsters and items which either look similar or behave similar:



Of course, any one or few coincidences can be overlooked without claiming similarity (e.g. you can't be say they have similar design just because they both have a chest and key!), but all the similarities PUT TOGETHER do establish a common theme and pattern.

Is this pure coincidence, or was Zeliard one of the games which inspired the design of Spelunky?  Grin

(P.S. I'm in no way accusing Spelunky of "copying" Zeliard! I just found it rather fun to notice all the similarities, and it brought back good memories).
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