Entry tags:
Let's Play Changing of Plans
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Yeah okay, as interesting as LP B&W was, It was too ambitious. I don't have the attention span to actually play that game all the way through, let alone LP it. For now, I'll probably mainly stick to shorter, simpler games.
Speaking of which, here's a new one.

LET'S PLAY SPELUNKY
My lips cracked and covered in sand,
I strode valiantly toward my destiny,
and thought of her one last time.



Welcome to Spelunky! As a random note, the above three-line story intro is randomly generated every time you load up the game.
NOW, this is the main menu. Rather than plunging into the dungeon hardcore, let's go learn the basics of the game! Because the situations in the game are much easier to sympathize with if you have a good understanding of how the game works.
To the tutorial cave!

This is as high as our friend the Spelunker is capable of jumping, more or less. With this, I can jump over the single-block obstacle to the right, but not the two-block cliff past it. How do I advance, then?

By hanging on ledges! From this position, I can jump up, making two blocks the highest obstacle I can overcome without special resources.

Here is the first enemy in the game! A snake. As it indicates at the top of the screen, I have four health - touching the snake will drop this by one. What should I do to avoid that?
Hint: It says, right at the bottom of the screen!

One whippin' and the snake explodes. It's a hell of a whip.
Notably, the Spelunker pulls his whip backwards before striking, allowing him to hit enemies both in front of him and also behind him. Also, I could have jumped on it to kill it - jumping on enemies will likely be my most common form of assault.

Before our Spelunker here is the holy grail of holy grails - gold! Not only is money one of our four forms of rating how well we're doing, but it can be traded at various shops in the dungeon to get useful items. The piles of gold on the ground here are worth a total of $4000.

Ladders work about how you'd expect! Treasure chests, like the one up on this platform, are different from normal treasure - when opened, they usually spill out small gems, but sometimes they instead produce a lit bomb. One must be on their guard!
This being the tutorial cave, though, it's safe. The treasure overall grants me another $5400.

By crawling towards a ledge, I can flip over the edge and hang there. This is useful, because from my hanging position, this is a fall of 7 blocks - falls of 8 blocks or longer are dangerous, and will cause me to lose one health from the impact! Also, I would be rendered stunned by the fall, leaving me vulnerable to attack for a few sometimes-crucial seconds.

Items! Lots of things can be picked up, but only one at a time - rocks, vases, weapons, treasure chests, even some unconscious enemies. This serves various purposes, but the most important one is this:

FLINGING. See that bat up there? It's as good as dead. Especially because thrown rocks do two damage, wereas my whip only does one.
This brings up the next question: How will I get up there?

Ropes! As the counter at the top of the screen indicates, I started with two, and now have one left. Ropes can be deployed anywhere, always being thrown straight up. Once in place, they can be climbed a la ladders.

I can also roll a rope down from a ledge, which is useful for drops too steep to handle normally. It wasn't necessary here, but it's good to know!

While my jump is pretty low-key vertically, it's not bad at all horizontally, especially with a running start. I could easily clear a cap two blocks wider than this one.
However, this brings up the issue of what to do about that wall to the left. Fortunately, that crate has a new kind of item in it: bombs!

Bomb placed...

Kaboom!
Bombs can destroy nearly any wall or enemy, but they have three main drawbacks!
1) I only have a few of them.
2) There's a few seconds of delay before they go off.
3) If I get caught in the blast radius myself, it's instant death.

That's all, for the tutorial! That there is the exit to the floor, which'll deposit me back out on the main menu cave.

This screen will be displayed after every floor is completed, showing a rundown of how well I did in various measures of awesome. Since this was the tutorial, I get nothing.
Anyway! That's all for this installment, but I will discourse briefly regarding the format of the LP.
Spelunky is a game in which I will die. A LOT. I have over 500 games logged on this copy, and exactly 6 wins. Now, I'm sure you don't want to watch me die dozens of times before finishing the LP, so this is how I'm gonna do it:
-LP events as normal.
-Eventually die. Mark what floor I got to.
-Hastily recap everything leading up to me getting back to that floor, ignoring any runs that die before that floor.
-Continue from there.
So if I die on floor 8, all further runs will be glossed over until they get to floor 8.
Okay, I'll probably start on the actual dungeon dive tomorrow or so. Until then, have fun!
<< | ^^ | >>
Yeah okay, as interesting as LP B&W was, It was too ambitious. I don't have the attention span to actually play that game all the way through, let alone LP it. For now, I'll probably mainly stick to shorter, simpler games.
Speaking of which, here's a new one.

LET'S PLAY SPELUNKY
My lips cracked and covered in sand,
I strode valiantly toward my destiny,
and thought of her one last time.



Welcome to Spelunky! As a random note, the above three-line story intro is randomly generated every time you load up the game.
NOW, this is the main menu. Rather than plunging into the dungeon hardcore, let's go learn the basics of the game! Because the situations in the game are much easier to sympathize with if you have a good understanding of how the game works.
To the tutorial cave!

This is as high as our friend the Spelunker is capable of jumping, more or less. With this, I can jump over the single-block obstacle to the right, but not the two-block cliff past it. How do I advance, then?

By hanging on ledges! From this position, I can jump up, making two blocks the highest obstacle I can overcome without special resources.

Here is the first enemy in the game! A snake. As it indicates at the top of the screen, I have four health - touching the snake will drop this by one. What should I do to avoid that?
Hint: It says, right at the bottom of the screen!

One whippin' and the snake explodes. It's a hell of a whip.
Notably, the Spelunker pulls his whip backwards before striking, allowing him to hit enemies both in front of him and also behind him. Also, I could have jumped on it to kill it - jumping on enemies will likely be my most common form of assault.

Before our Spelunker here is the holy grail of holy grails - gold! Not only is money one of our four forms of rating how well we're doing, but it can be traded at various shops in the dungeon to get useful items. The piles of gold on the ground here are worth a total of $4000.

Ladders work about how you'd expect! Treasure chests, like the one up on this platform, are different from normal treasure - when opened, they usually spill out small gems, but sometimes they instead produce a lit bomb. One must be on their guard!
This being the tutorial cave, though, it's safe. The treasure overall grants me another $5400.

By crawling towards a ledge, I can flip over the edge and hang there. This is useful, because from my hanging position, this is a fall of 7 blocks - falls of 8 blocks or longer are dangerous, and will cause me to lose one health from the impact! Also, I would be rendered stunned by the fall, leaving me vulnerable to attack for a few sometimes-crucial seconds.

Items! Lots of things can be picked up, but only one at a time - rocks, vases, weapons, treasure chests, even some unconscious enemies. This serves various purposes, but the most important one is this:

FLINGING. See that bat up there? It's as good as dead. Especially because thrown rocks do two damage, wereas my whip only does one.
This brings up the next question: How will I get up there?

Ropes! As the counter at the top of the screen indicates, I started with two, and now have one left. Ropes can be deployed anywhere, always being thrown straight up. Once in place, they can be climbed a la ladders.

I can also roll a rope down from a ledge, which is useful for drops too steep to handle normally. It wasn't necessary here, but it's good to know!

While my jump is pretty low-key vertically, it's not bad at all horizontally, especially with a running start. I could easily clear a cap two blocks wider than this one.
However, this brings up the issue of what to do about that wall to the left. Fortunately, that crate has a new kind of item in it: bombs!

Bomb placed...

Kaboom!
Bombs can destroy nearly any wall or enemy, but they have three main drawbacks!
1) I only have a few of them.
2) There's a few seconds of delay before they go off.
3) If I get caught in the blast radius myself, it's instant death.

That's all, for the tutorial! That there is the exit to the floor, which'll deposit me back out on the main menu cave.

This screen will be displayed after every floor is completed, showing a rundown of how well I did in various measures of awesome. Since this was the tutorial, I get nothing.
Anyway! That's all for this installment, but I will discourse briefly regarding the format of the LP.
Spelunky is a game in which I will die. A LOT. I have over 500 games logged on this copy, and exactly 6 wins. Now, I'm sure you don't want to watch me die dozens of times before finishing the LP, so this is how I'm gonna do it:
-LP events as normal.
-Eventually die. Mark what floor I got to.
-Hastily recap everything leading up to me getting back to that floor, ignoring any runs that die before that floor.
-Continue from there.
So if I die on floor 8, all further runs will be glossed over until they get to floor 8.
Okay, I'll probably start on the actual dungeon dive tomorrow or so. Until then, have fun!
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