Step right up and spin the wheel of frustration! You will either 1) Witness a clearing of the skies for several seconds as you helplessly watch yourself be pushed by the screen edge into a pit. 2) Get really high and be plummeting down so fast that you can't react. It could be ground underneath you, but no it's a pit. 3) Run into a missle that you need to save yourself with, but it only bounces you up two inches and you meet your friend, pit. 4) There's no aircraft from the very start, except for that first one which boots you in the ass right into a pit. 5) You're falling to the right, but will be saved as long as the pit ends in time. Nope, pit. 6) You get extremely lucky your first try and wonder what all the complaints are about.
Huh. Such a good foundation for a game - you can tell that a lot of effort went into it. I really try to like it. However, it has two features which used to be the norm for RPGs that have rapidly fallen into disfavor - and for good reason, they kill your fun - death penalty delevelling and randomized beginning stats (in this case monsters). Is the game still enjoyable? Yeah, but not as much as it could have been.
Well, the units may be inspired by the Lord of the Rings series, but somehow I doubt Tolkein would have used lines like, "take some of those elf bitches down."
I've been struggling with this problem in this game for years now: the aim firing your arrows stick. Many times it wants to go all the way up or down on its own, and you can't get it to unstick until it's done going all one way or another. Anyone else have this problem? It's really annoying and pretty much ruins the game for me.
Sleepingpill: That's the purpose of the game, though. If it didn't force you to be efficient (acting like a true programmer) then it wouldn't be challenging at all. It would defeat the whole point of the game.
Game designers take note: This game is much more fun because it doesn't insist on killing you off every twenty seconds. I hate when trial-and-error puzzle games do that; it interrupts the game's flow. Good game.
This game is a mess. For those just wanting to quickly get the badge and move on (which is everybody) then first invest your points in upgrading your fire rate. Once maxed out, then upgrade your weapon. Note that this will not actually improve the shot power but does make for slightly increased shot speed and snowball size. By then, you will be well above 100 kills.
A very useful technique is to keep jumping straight up and filling in the spot beneath you as you ascend. This is especially useful for levels like #13 where if you get high enough to avoid the horizontal missles, then your job gets twenty times easier.
For longest drift 2000 badge, use the last track - this is the easiest spot and there's a challenge to earn there anyway. Don't be concerned with winning the race, just swerve back and forth at every oppurtunity. Coming out of hairpin turns you should be pointed sideways. You can gain a little extra skid on straightaways, too.
I'm not sure why this is rated so high, to be honest. What's there is very well done, but there's very little "game" here. The suggestions for the ability to use your elements to create something else is a sound one. Otherwise, it's just an hours-long exercise in trial-and-error. Not my idea of fun.
I've never failed so miserably in a puzzle game before. This game gets me so perplexed that I even have to watch the solution several times before I get it right.
WARNING! If you start the quest to destroy the Shadowgates, but then finish the quest to kill the Gate Sorcerors first, you will not be able to progress in the game and will have to restart! Please vote this up to warn new players.