Love that end boss. First form, bounces off bomb, bounces off bomb bomberman is carrying, bounces off bomb bomberman is carrying while jumping, off the edge.
After the power-up cutscene, kicked, picked up, and off the edge.
Super Combo isn't quite as straightforward as it is in BoF3. It takes longer to execute, as each slash is animated, and does less damage than the previous one.
This isn't the most interesting game, but with the levels taking about 30-40 seconds it's not nearly as tedious as I expected. This was a lot better than I thought. Yes vote.
Congrats on finishing it. I haven't watched it yet, but I'll do so over the next few days. Should be pretty good from what I've seen from the WIPs.
I'd be glad to help out with commentary, but 7 hours is too much for one man.
(And sadly, it isn't BoF IV, where I'd get to say, 'He's not a normal person, Nina, you met him when he fell from the sky.')
Nope. There is no external assistance in construction, for either side.
And the 'exit points' for newly-trained units leaving a building starts in the top-left corner and moves counter-clockwise until an empty spot is found. It's a bit different for units mining gold, but I think it chooses locations more 'down' first.
But that was for the DOS version. May not be true.
Just one thing to add. I heard a rumor that if Jubilex is generated with an "oLS, it will be used, hence letting you kill him twice, even though he's incapable of putting on items or picking them up.
Just a rumor, though, I haven't seen it myself.
Hmm, so just 'You are blasted.' Very odd.
Even if it doesn't take energy, (IE, a turn), it still can be an action if it affects the state of the dungeon. But again, I'm not complaining about it. I'm just saying that it's your character doing something, not getting zapped by a monster or something.
Except that you aren't actually doing something. Again, very odd.
Double bonus points for it being basically the ideal weapon to boot.
Can we see the full message log? The first thing that comes to mind is that there's something funny about turn 0, and an item on the starting stairs gets added to your inventory, which then blasts you. I think you can get blasted by 'feeling' an item on the ground as well, but I'm guessing it's just an untested case.
I can see where you would call it 'cheating', if it was dependant on autopickup, as you would still die before gaining control of your character, but after performing an action. I certainly wouldn't disqualify this over such a trivial point, though.
This is fabulous.. a well-deserved thrashing of an excellent game. I had some doubts about the original one, that the pace would be quick enough for mass appeal, but this is clearly beyond anything I could have expected. It's brilliant work, and the sims are just crushed beyond belief, with all the sequence breaking, skipped messages, and impressive planning.
The ending is necessary, as it shows how much off-site growth was planned into the early stages to make required levels later on. I've never seen such impressive house placement. A huge improvement.
A beautiful run, and one of my all-time favorites. Thank you for making this.
I feel like this run is better on account of the Kanto drawing alone.
That was my favorite of the new ones too. Just ahead of the Home Run Contest.
This is very good, just like the previous, and there's many great characters. I could throw in a few commissions as well if you're still working on this. (No Ryu, dammit. A pic from the run across the bridge with explosions scene, or a cast pic from one of the series. You could score bonus points with one of the cast in a transformation form from II, too, as the TAS didn't have time to show them off.) No designee from the Dragon Quest series, either. One of the bosses would be a good stand-in if you want something fairly complex, and a Metal Babble would be nifty. I think you had a slime in the last version.
The only complaints are to the order.. at some point there's a few too many characters in a row, and the non-character drawings could be put more frequently for better interludes, and at the start there's a number of characters in static full-body poses. A dramatic shot or a face-centric shot, or a few more profiles would be great.
But I'm nitpicking. A very good run, better than the previous but not the ultimate that is possible. At this point I would be interested most in replacing drawings that take too long, and would work towards having the time per-picture increase in general as the run goes along. I haven't timed each drawing yet, though.
I would also recommend speeding up the initial entry, as the pictures in the main part of the run take longer now, or is it needed for luck-manipulation?
Nifty.
I can help out if someone wants to make a commentary track.
There's a few moments I didn't remember that well, such as making you sit through that slow elevator a few times.. ;-)
BoF always had something for me, though. Hard to say what. Probably the music and the setting.