Tag Archives: Daily Challenges

RIDICULOUS MARATHON HAS CANDY, TOFFEE, SWEETS, AND CONFETTI

ridiculous marathon gd early impressions

If you have an eye for detail or are anal about words being in all capital letters when perhaps they have no reason to be, you might be wondering why this blog post about Ridiculous Marathon has such style elements enforced in its title. I assure you this is not a clickbait attempt or new thing for Grinding Down in 2016. I assure you. This stems from looking up further details about the game on Microsoft’s website and discovering that the only text provided before the “read more” link is as follows:

GET READY TO RUN A CRAZY MARATHON FILLED WITH CANDY, TOFFEE, SWEETS AND CONFETTI

Er, yeah. Settle down, copy writer. Also, even after playing Ridiculous Marathon for a bit, I can’t agree that the game is filled with these items. You’ll see a piece of candy every few feet, but only until you complete the Daily Challenge, and then you’ll never see another sliver of candy again until the next day. As for the toffee and sweets–no idea where they are. Confetti appears from time to time as you morph into a powered-up piñata, but this isn’t a game about hitting the crap out of a stuffed container often made of papier-mâché. It’s an endless runner, through and through.

I’ll say with certainty that Ridiculous Marathon is an easier and more forgiving endless runner than Temple Run 2 and Lara Croft: Relic Run–put together. There are fewer turns and obstacles to avoid, with a larger focus on jumping over construction signs and avoiding trucks carrying long wooden logs. Your move set includes jumping, moving left to right, and sliding–that’s kind of it. There’s no turning corners or running along walls to not fall in pits, but you can double tap the screen to turn into an invincible piñata that will, I believe, save you from one crash. I’ve gotten pretty far without much outside help, hitting around 150,000 points in score. With the help of some revive diamonds, I expect to hit 500,000 points rather easily.

Naturally, with this being a free-to-play endless runner, there’s microtransactions available that could help each of your runs be more successful, but only if you plop down some cash. So far, I’ve ignored all of those options and am doing just fine. You can buy single use power-ups with the gold you collect as you move through the Amazon rainforest, as well as upgrade power-ups or purchase costumes for your characters, though those are simply cosmetic in nature. There are ads, but they are easy to dismiss, though I don’t understand why I have to sign in with my Microsoft account every single time I load it up to play; other mobile games don’t ask me to do this.

There are two systems at work to keep one coming back to Ridiculous Marathon, and they are the Daily and Weekly Challenges. The Daily Challenge tasks you with collecting a number of candy as you run, which is easy enough because, just like with all the game’s power-ups, you can spot them from a distance as a beam of light shoots up and out of them. Do this for five days in a row, and you’ll unlock a mystery box, which gave me some free piñata power-ups. The Weekly Challenge wants you to collect golden palm trees, and the one I’m on is for finding 21, of which I’ve gotten nine. They show up a whole lot less, so we’ll see if I get any reward by the end of the countdown, which stands at 34 hours left. Hmm.

In the end, Ridiculous Marathon is fine. It’s not as ridiculous as one might think, nor as tiring as running an actual marathon. Well, I actually can’t speak officially on that last part. Perhaps this is a runner better suited for younger gamers or those just getting into the genre. Anyways, I expect to play it for another week or two until I’ve wrung every ounce of fun from it, and by fun I naturally mean Achievements.

Matching pairs of tiles and rotating never felt so good

gd early impressions taptiles_1

I’ve been a huge fan of all things mahjong since the good ol’ college days when I discovered some Flash-based version online that I could play in a resized browser while having AIM conversations next to it with friends and girlfriends into the late hours of the night and the early hours of the morning. It kept me active at a moment’s glance despite my angry eyelids wanting to shut and bring in Mr. Sandman. Conversely, I also adored the time I spent with Picross 3D. You might be wondering what the two of those have in common, and it is beyond evident once you sit down and give Microsoft’s Taptiles a go.

Taptiles, beside being a free download on Windows 10, is mahjong, but with a twist. Usually, a mahjong field is static, either from a top-down perspective or three-quarters view, meaning you can’t see what is behind a number of tiles until you clear the ones on top away first, working only with what is before you. This time around, you can rotate the stack of tiles Fez-like to see every clickable, decorated rectangle, which means you can’t ever really get stuck. Can’t find another tile with those squiggly blue water lines on it? Turn, turn, turn, and you’ll either see it on the other side or find another pair to make to clear the path forward. I’ve only run into a few spots where I ran out of moves, but the game just auto-shuffles the tiles for you.

There are three modes of play in Taptiles: Dash, Origins, and Relaxation. Allow me to sum each of them up in a few sentences. For Dash mode, it’s a race against the clock, with the only way to add more time to it by quickly matching tiles and using special power-ups to help you finish more rounds faster. Truthfully, I found this too stressful and not what I’m looking for when it comes to a game of mahjong. Origins mode contains larger, more challenging puzzles, as well as more relaxed time limit, though the later stages still expect you to move fast. This mode requires some quick thinking and reflexes, but is more enjoyable in the end. Lastly, there’s Relaxation mode, a.k.a. my mode, which offers calming puzzles without the pressure of a ticking clock.

There are also daily challenges. Five, to be exact. Each day, of every month. They range from easy to difficult, and the better you do at them, the more points you’ll earn, which helps increase a progress bar towards acquiring bronze, silver, and gold medals. To be honest, I’ve only logged into the daily challenges a few times to do the easy puzzles; I’m not finding anything worth investing heavily in with this feature, though, for some, I’m sure it’s a cool addition for bragging rights.

I’ve noodled with a few of the timed modes, but my main go-to in Taptiles is Relaxation mode because it lets me play like the good ol’ days, where I can leave it open and do some mindless Internetting, returning to it now and then to clear out a few tiles and watch the board get smaller. Sure, I’m not racking up any sweet non-stop matching bonuses, but that’s never been what mahjong is about. At least to me. I clicked really fast for a bit there and got the Achievement for a speed bonus chain of 30; that said, don’t expect me to pop the one for 150, as that is far too stressful on both my heart and eyes.

How do you prefer to match up a whole bunch of bamboo, character, and circle tiles? With or without a timer? In real life, on a tabletop? As a means of therapy for battling dementia? I honestly want to know.

On bringing King Yama to his knees in Spelunky

spelunky beat yama in hell

Some 350+ deaths later, I did it–I beat King Yama in Spelunky. For those down with the lingo, you’ll understand that this is no easy thing to accomplish and is generally only the result of day after day after day of playing and learning how the game–and most importantly Hell–works. It’s also a result of extreme patience and determination and sticking with things, as each quick and sadistic death of your chosen spelunker is both painful and a lesson to learn.

I’ve gotten to King Yama three times now, dying twice before from stupid mistakes as I was just freaking out about reaching him and not paying attention to the bats above and the lava below. But on the third meeting, patience and power were on my side, as well as the shotgun/jetpack combo, and down he went.

Oh, and did I mention this was done on a Daily Challenge? It was:

For the PlayStation 3 Spelunky leaderboards on that day, at the very moment of beating King Yama, I was ranked in sixth place. I’ve not gone back to see how I’ve moved around since then based on others playing as I don’t want to destroy the magic of, well, being sixth. May the day live on untarnished forever in my mind, and if you ruin any bit of this, may you forever get trapped in Hell 5-3 with no bombs, the Ghost overhead, and a bunch of angry shopkeepers below.

Anyways, now that I’ve beaten Yama, I am feeling very much nearly done with Spelunky. According to the Trophies list, there’s only three more to unlock: beat the game in under 8 minutes with no shortcuts, fill the encyclopedia book thing 100%, and earn 500,000 gold in one run. Two of those seem impossible, though I did come close to that amount of gold after beating Yama; think my total was in the 400,000 range. I’m not sure what is left for the book though, as I’ve gone through the wormhole and secret castle levels, but have still not made it out alive in the alien mothership. Oh, and I just remembered, there’s an item in Hell that makes you invincible to the lava monsters that I’ve never grabbed, mostly due to trying to rush to the exits in Hell for fear of my spelunker’s life who, by the way, has always been the girl with the green bow. She’s just the best, even when I mess up and jump her into a pile of spikes.

I suspect I’ll continue to sporadically participate in Spelunky‘s Daily Challenges, as there’s always at least something to aim for in those runs–as much moolah as possible. But otherwise, with King Yama dead and done, I feel content enough to put Spelunky aside. The game’s been good to me–nay, great to me, providing more value for money than a hundred other downloadable titles could ever imagine. Sure, a lot of that has to do with its randomly generated content, but even learning how the mines, jungle, ice cave, and temple levels work is not enough to make it; you have to know how far you can fall without killing yourself, when to run and when to walk, how to use the shotgun and not get into trouble, when to make a beeline for the exit versus exploring more, and so on. Plus, the journey to King Yama is littered with so many chances for mistakes, such as dying in the Black Market or not getting the scepter from Anubis for the City of Gold. It’s a game of luck and skill, one constantly changing, but never not still relying on those two aspects.

If anyone has any great Spelunky speed-running tips, I’m all ears. Tentative ears, that is, though I’m willing to at least try a few times. I heard that the faster you complete a level, the higher chance you’ll get a “dark” level next, and those are the absolute worst. So, um, no thanks if that’s the case.

2014 Game Completed Comics, #20 – Spelunky

2014 games completed 20 - spelunky facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

You fear to go into those Spelunky mines

beat olmec in spelunky GD

Let’s get real: I’ve only been playing Spelunky for about two weeks and some change now, nearly daily, attempting at least one or two runs. Originally, I had no interest in the game, as it came across as maybe too punishing to be considered fun, and so I always kept my attention elsewhere. But then Patrick at Giant Bomb began playing, streaming his daily attempts to escape the mines, dive deeper down, and get better at the numerous mechanics and tricks, and it was actually quite interesting to watch. Kind of like a horror film, where it’s fine and dandy to watch someone else put themselves into a tough and trying situation, only because it is not you, and you can just kick back and absorb.

What is Spelunky, you ask, not knowing? Well, it’s an indie action-adventure game created by Derek Yu that has you running through caves, collecting treasure, and saving damsels for a high score and an attempt at beating the boss Olmec. It originally started as freeware in 2009, getting remade for consoles and the PC years later. The trick here is that the dungeon levels are randomly generated each and every time, and you only get one shot at it, though there are ways to increase your health and gain a second life. Traps are deadly, enemies are tough and quite unpredictable, and don’t even try stealing the idol in the jungle levels unless you have enough bombs to reach safety.

Some runs in Spelunky last around twenty minutes, and some are over in mere seconds. Like an endless runner á la Temple Run 2 and Jetpack Joyride, the “one more go” mentality is strong here. Very strong. Every death is your fault, and there’s always something to be learned for your next spelunking sojourn. Next time you’ll know that you can’t fall from that specific height, that you can’t jump on the walking Venus fly trap enemies, that bees should just be avoided at all costs, and so on. Visually, the game comes across as quite simple, and that’s even more noticeable when you compare the freeware version with the updated console versions, as not many details change, but things obviously get prettier. That said, this is one of the most complex and strategy-heavy games I’ve played in a long, long time.

I’ve beaten Olmec once. And it happened quite fortuitously. See, there’s this fellow called Tunnel Man who you meet when traveling from one themed group of levels to another. Such as exiting the mines and reaching the jungle. And he can open up shortcuts to these worlds if you give him specific items, like two bombs or a shotgun. However, to open the final shortcut to the temple, you have to bring the gold key you find in the mines all the way with you through the mines, jungle, and ice caves, and it’s no easy thing. Or at least I thought it was going to be grueling. Er, I did it on my first attempt. Even crazier is that after I gave the Tunnel Man his shortcut-opening item I finished the temple levels and got to the final boss, all wide-eyed in wonder and disbelief.

Let’s see. What else can I say about Spelunky? Dat music. Now, you can never really hang around too long in each singular level, as a ghost shows up that can one-hit kill you, so you are trying to move through the world at a speedy–but safe–clip, and that means you’re unfortunately missing out on some fantastic tunes. Everyone will be most familiar with the songs for the mines, and they are moody and down-tempo, with elements taken from jazz and all things 1990s. That jingle that plays when you anger a shopkeeper is both awesome and terrifying. The game’s soundtrack, which you can listen to here, is written and produced by Eirik Suhrke, with some additional friends helping out here and there.

Despite beating Olmec, I’m nowhere near done with Spelunky. Not one lick. First of all, there’s a second secret boss called Yama, and to get to Yama requires a lot of specific steps, and you can’t mess up one of them. It seems tough, but practice makes perfect, and I’m going to at least try. First I have to reach the City of Gold and then Hell. Hmm. But I’m also playing the game on the PlayStation 3, which has Daily Challenges, singular runs where the goal is to get the highest amount of treasure, and leaderboards nicely show how all your friends stack up against you. I’ve recently added a ton of Giant Bomb users to my friends list, which makes this feature much more enticing than when it was just me by my lonesome. And who knows–maybe one day I’ll tackle a solo eggplant run?