Moderator: JC Denton
by walrusdawg » 01 Dec 2010 19:20
by icycalm » 01 Dec 2010 23:47
by recoil » 02 Dec 2010 02:25
The Ghost is the ultimate enemy in Spelunky. It is not killable, and will kill you instantly if it touches you. Fortunately, it is possible to make it through the entire game without ever seeing one.
There are three instances where it is possible for the Ghost to spawn. The first happens when the timer on a level goes over 2 minutes and 30 seconds. At 2 minutes, you're given a warning: "A chill runs up your spine! Let's get out of here!", along with the game's soundtrack progressively decreasing its pitch. At 2 minutes and 30 seconds the Ghost spawns. You have two options at that point: run to the exit and leave.. or die. The Ghost cannot spawn this way on the first level of Area 1, or on the game's final level. It will also not spawn if you have the Hedjet in your inventory.
The second instance in which the Ghost can spawn is on the Restless Dead level. Picking up that level's idol will immediately cause the ghost to spawn.
Finally, destroying your third or higher altar will immediately spawn the Ghost alongside making the level dark.
by Bread » 02 Dec 2010 02:39
by walrusdawg » 02 Dec 2010 03:51
by icycalm » 02 Dec 2010 13:44
walrusdawg wrote:Yeah, that.
by icycalm » 02 Dec 2010 17:27
JoshF wrote:Another problem with the randomization is that it makes scoring and timing impossible to accurately compare, basically making them worthless features.
NFG wrote:It's a scoring game, so for consistency the randomized elements are kept to a minimum: the maze always appears in the same order, the ghosts always in the same spot, and the only unpredictable element is the movement of random ghosts, the old-style ghosts that start appearing towards as your time progresses.
by icycalm » 16 Dec 2010 19:19
analogos wrote:boojiboy7 wrote:Yeah, and that he seems to think there is a "grind-based continuing system"
He means the tunnel shortcuts that allow you to start at any world you've bought your way to. They're pretty grindy tbh.
Edit: and the reason they're grindy, besides just that they get pretty expensive, is that putting money towards them actively impedes an attempt to do a full start to finish runthrough by way of draining funds better spent toward survival tools. it encourages you to play one world over and over with the primary goal being to get as much money as possible to give to the tunnel guy and then dying and doing it again because there won't be a tunnel guy at the end of the next world until you pay off the previous one anyway. I mean I think it's an interesting concession toward an alternate playstyle, really, but it's definitely a distraction from playing the game in a pure arcade sensibility (which is always dmx's ideal model for any game anyway), and is a bit of an undertaking besides.
Isfet wrote:really quick answer about why i like roguelikes:
because they are RPG: The Arcade Game
by icycalm » 13 Jan 2011 15:09
Derek wrote:As I said above, the creator of Rogue himself feels that randomized dungeons are the most important characteristic of roguelikes. Even if his authorial intent does not factor into what genre the games fall into, what's the argument for why permadeath would take a higher priority over randomized levels in terms of defining the subgenre.
by icycalm » 13 Jan 2011 15:53
Breadcultist wrote:That's why I think there's some value in randomly generated action game levels (contra Icy's Spelunky review).
Breadcultist wrote:That's why I think there's some value in randomly generated action game levels (contra MY UTTERLY IMAGINARY VERSION OF Icy's Spelunky review).
by Bread » 15 Jan 2011 18:49
by icycalm » 15 Jan 2011 21:41
Breadcultist wrote:Repeating the execution is just donkey-work and memorisation.
by icycalm » 15 Jan 2011 22:49
by dinopoke » 27 Feb 2013 09:06
It got buried with yesterday's PlayStation 4 news onslaught, but Spelunky on Xbox Live Arcade has gotten downloadable content. There are two add-ons, each priced at $2 (160 Microsoft Points).
The first pack adds eight playable characters: the Eskimo, the Robot, the Viking, the Round Girl, the Round Boy, the Cyclops, the Ninja, and the Golden Monk. The other add-on includes 24 deathmatch arenas should you still have the urge to play the competitive multiplayer.
by dinopoke » 19 Apr 2013 05:41
Derek Yu wrote:Oh man, this is exciting! It’s with great pleasure that I can announce the upcoming arrival of Spelunky on PS3 and PS Vita. I know that we’re not the first indie title to be announced this year for these platforms, but the Spelunky team is happy to be part of this wave of indie goodness.