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Twenty minutes... for two levels, if you can believe it.
kjorteo and I struggle together through the final stages of this alleged game, this artefact of pain distilled into the form of a cartridge. In it, we climb the last ice mountain stage (being more successful at going downwards), and then fight against one of the most ridiculously unfair bosses ever created by man or beast. Wish us luck... not with the game, because we've already done that - just with the recovery.
http://youtu.be/iOQc2cCQ-78
As an addendum, shockingly, Terotrous on the GameFAQs boards posted an entirely legitimate run of it - he gets through the game impressively unscathed until the geyser/waterfall section, and then is absolutely destroyed by the six tiles of right-sloping ice at the top of level 10, which claim two continues on their own. Nintendo games just... did not like to be beaten.
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http://youtu.be/iOQc2cCQ-78
As an addendum, shockingly, Terotrous on the GameFAQs boards posted an entirely legitimate run of it - he gets through the game impressively unscathed until the geyser/waterfall section, and then is absolutely destroyed by the six tiles of right-sloping ice at the top of level 10, which claim two continues on their own. Nintendo games just... did not like to be beaten.
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Date: 2013-07-16 03:11 am (UTC)no subject
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Date: 2013-07-16 04:36 am (UTC)no subject
Date: 2013-07-16 06:20 am (UTC)no subject
Date: 2013-07-16 06:20 am (UTC)I'm honestly surprised there isn't another two or three levels on this game. I. . can't really imagine more than about a half dozen people having completed this game when it came out. Still, it seems like they could have done a couple of moon levels, rather than introduce a new gravity at the same time they add in a boss.
Also, is this really how that first level of the video begins? With an enemy charging across the player's position in the first second? It's difficult to believe that happens, yet. . it does seem reasonable in comparison to what else is in this game.
Also also . . DavidN is supposed to be the one with colour issues: yet you've been referring to the player colours as pink and blue, Teo. Those are the most orange and purple characters I've ever seen @_@!
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Date: 2013-07-16 06:42 am (UTC)(The edit on the right is to let Kjorteo see them how they actually are if this is an issue with his monitor or eyes.)
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Date: 2013-07-16 02:00 pm (UTC)no subject
Date: 2013-07-16 04:57 pm (UTC)no subject
Date: 2013-07-17 12:12 am (UTC)Anyway, I get #ff8e71 for Rattle, a sort of coral pink. Roll's portrait is #ca85ff, or "Kjorteo-colored," but the in-game sprite is a much bluer #a48aff.
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Date: 2013-07-17 12:15 am (UTC)no subject
Date: 2013-07-17 04:36 am (UTC)no subject
Date: 2013-07-17 05:52 am (UTC)I think your emulator might need the Tint knob tweaked a bit to the right. o_O;
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Date: 2013-07-17 05:53 am (UTC)no subject
Date: 2013-07-17 06:52 am (UTC)no subject
Date: 2013-07-17 01:17 am (UTC)#ff8e71 is mathematically pink (not always the best way to tell but the only way I can really 'see' colours) - but on Rattle's portrait in the middle up there, I get a much oranger #F77900.
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Date: 2013-07-17 03:46 am (UTC)The HTML values I gave were for what I see in game, not what I see in Xaq's image. I got them by pausing a clip pf the LP part 3 video at the top of this page, and eyedroppering that.
I actually don't know where Xaq got his screenshots, but I agree that Rattle is much more orange there than he(?) is in our videos. It could be an emulator ... difference of some sort. Remember how we started part one in one emulator, then ran into too many technical issues, and switched to a different emulator and started over? I never mentioned this before because the editing is almost seamless, but I can still sort of tell the point at which we switch because the color balance (or at least the brightness) suddenly changes.
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Date: 2013-07-17 04:16 am (UTC)Middle: Unaltered.
Left: Hue-altered to match your description.
Right: Hue-altered in the exact opposite way for reasons already explained.
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Date: 2013-07-17 05:07 am (UTC)(If it's just the brightness it might well be global gamma correction, which of course can also have an effect on color perception.)
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Date: 2013-07-17 04:14 am (UTC)Since you're seeing them in the color they actually are, however, that's apparently not the case....so, disregard the right third of the image.
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Date: 2013-07-16 02:26 pm (UTC)It's a weird change to the game, suddenly being on this plinth of cheese without any of the slope torture that characterizes the later half of the game... the Megadrive version does have an outer space level, but frankly I'm glad that the game makers chose to stop where they did in this version!
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Date: 2013-07-16 04:03 pm (UTC)no subject
Date: 2013-07-16 05:47 pm (UTC)no subject
Date: 2013-07-16 09:16 pm (UTC)http://www.youtube.com/watch?v=pZfucy9sGy8
They seem to have kept in the extra jumping height from the 'final boss' level, and in this one the nibble-pibblies jump around like... well, space hoppers. Also, they've made the time limit ridiculously tight, and apparently Rattle and Roll are jerks to each other in the Megadrive/Genesis version (as evidenced by the final score tally). I kind of like their NES incarnations better, anyway.
D.F.
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Date: 2013-07-16 11:37 pm (UTC)Personally, I like the ending "see you next time for snakes in space" better than what's shown after the actual "in space" part. Though the cinematic is nice, and likely not something that could be done cleanly on the nes.
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Date: 2013-07-17 12:55 am (UTC)no subject
Date: 2013-07-17 04:35 am (UTC)no subject
Date: 2013-07-16 09:33 am (UTC)I'm surprised Rattle and/or Roll haven't made it onto Teo's avatar list now, especially Roll; his(?) expression is perfect for an OMFGAMAAAAZIIIING! icon or something - or alternatively, a you-wouldn't-believe-how-high-I-am-right-now reaction image. :P Crassadon's 'actually kind of cute' icon may also apply. :P
I always wanted to play this game after seeing it on Gamesmaster once; apparently, if you start the first level and just run down/right as fast as you can, ignoring everything else, there's a rocket at the end that warps you to Level 8 if you jump into it. That's the only thing I remember about it, but it always made me want to try it out. Having seen this video, I now realise how lucky I was to escape with my sanity still able to pretend to itself that it's intact. :P
Congratulations, Snakes In Space!
D.F.
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Date: 2013-07-16 02:30 pm (UTC)I did see the rocket, Kjorteo showed it to me after we finished the game, though I was never fast enough to get into it. Frankly, why anyone would want to go directly to level 8 is beyond me!
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Date: 2013-07-17 12:15 am (UTC)Sorry, what?
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Date: 2013-07-17 07:39 am (UTC)Actually, Roll looks like he(?)'s all hyped up over something in that shot, as well. :P Nice that they could get such character onto such a small, simple sprite. :)
D.F.
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Date: 2013-07-16 10:33 am (UTC)Considering you only showed us an hour of gameplay, I shudder to think how many hours you actually played for!
I'm not going to suggest you play Battletoads next, that's just cruel, especially with what you guys have been going through game-wise recently. Rare made an NES version of Pinbot, I wonder if that's any better...
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Date: 2013-07-16 02:03 pm (UTC)I think that the total gameplay time was about two hours... but without save states (to restore after being set back by a survived fall) and the infinite lives cheat (to make the game possible), it would have been much, much longer. Somewhat unexpectedly, the game becomes much easier if you don't survive a fall, because you'll be restored to the last platform that you touched even if you just clipped it - if you fall down on those ice slopes at the end of level 10 and survive it, you've got a long climb back to the top.
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Date: 2013-07-17 12:36 am (UTC)no subject
Date: 2013-07-17 12:34 am (UTC)But I still want to do it, just for our sake. Maybe we'll try it sometime and he can leave the recorder running just in case, with the understanding that we'll just delete/not post the video if it ends up not being any good.
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Date: 2013-07-19 01:59 am (UTC)You two really kept it amusing throughout the playthrough, too! I'm currently looking at a LP with Yahtzee playing "Normality" (http://www.youtube.com/watch?v=k6UHdzmUn2U) and ... well, it's over 3 hours long so I doubt I'll finish it, and the dialogue is nowhere near as amusing as you two XD
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Date: 2013-07-16 04:07 pm (UTC)no subject
Date: 2013-07-16 04:08 pm (UTC)no subject
Date: 2013-07-16 05:48 pm (UTC)no subject
Date: 2013-07-16 06:05 pm (UTC)Designer: Tim Stamper
Programmer: Mark Betteridge
Composer: David Wise
I'm now hearing Shuu mutter, "I'll get you, Mark..."
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Date: 2013-07-19 02:06 am (UTC)no subject
Date: 2013-07-17 12:20 am (UTC)"As with all video games, practice makes perfect. There are a few tricky jumps in Snake Rattle N Roll that will probably take a while to master. For example, some jumps may require you to jump down two spaces and to the left one space (in one jump!)"
You don't say....
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Date: 2013-07-17 04:19 am (UTC)no subject
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Date: 2013-07-17 09:04 am (UTC)