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#731
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Quote:
Jb4 is certainly doable and seems almost easy after you know the moves. I've done it a few times under 2 mins unfortunately only a couple seconds under as I will do a perfect run and get stuck on the moose most times Edit: I just did beat the moose fast and did a 1:39 run not a minute after posting that lol though it seems kaz is safely in 1 st still being 20 k points ahead Last edited by Mike summers; 11-18-2011 at 09:41 PM.. |
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#732
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Just removed two more posts with personal comments about other members.
Let's stick to talk about Bike Baron. |
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#733
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Quote:
Last edited by skaz1985; 11-18-2011 at 11:33 PM.. |
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#734
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Haha I'm sure I'll try to give you some competition but there's not much I can improve on I was first for about a day before so it's all good lol
Last edited by Mike summers; 11-19-2011 at 04:41 AM.. |
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#735
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When you get to te end and you get the boost for the loop when you gt the second boost pull back and fly over the next part to make the time
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#736
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On jc3 how do you get past those bombs I can't do it that well at all
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#737
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Hello: feedback:
I like the bomb update. But two things: 1. Bomblosium level - Really frustrating checkpoint placement. The checkpoint is after the pretty easy part. So it's worthless. More specifically, the jump right after the checkpoint takes me 20 tries to get through once. Then I'll die from bouncing off the two breaking pumpkins about 50% of the time.* (The bad jump is a short jump, meaning cant achieve full speed, and needs some seriously counter-intuitive leaning that I can't figure out, and plus the physics on that bomb suck me backward off the ramp if I don't waste three seconds waiting first. I've played this jump hundreds of times; it's non-learnable.) It's fine to have a non-learnable hard jump, but the checkpoint should be AFTER THE JUMP, so I can learn the rest of the level. Right now I'm wasting my effort. I've played this level hundreds of time and am a complete novice at fifty percent of the track. And I like the concept in this level! I think it would be great fun to practice and get good at the blocky tunnel at the end. But if I have to redo the boring short jump 40 times to get to the tunnel once -- all I do is die at the tunnel. Right? If only there was a way for me to practice one hard thing when another hard thing is before it! Please consider not leaving checkpoints out between hard things like that. I went into detail because I wanted to make clear the mathematics of why a lack of checkpoint prevents me from playing part of your track that I want to play. *Note: I am aware that the riding the bomb explosion gives me a path over this jump, or can assist with the jump. This is fun but has a low success ratio and so I still need a checkpoint downstream.) 2. Bombkin Gravity level: I find these skidding-platform levels really tiring. My personal preference is for less of them. (Along with JC3's touchable bombs, no thanks, not playing, the boardgame Operation is a game for maniacs and so is this.) Vladimir was ok but these see-saws feel broken. Just my opinion, but maybe others share it. |
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#738
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Hey kaz where are ya we gotta beat tetru2
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#739
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Don't want to be pushy or anything, but any comments on my level? Or maybe no one tried it
![]() Anyway, here it is again: AQZH bikebaron://AQZH |
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#740
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Quote:
And bombkin gravity... i hate the planks. You can master them, but it's frustrating. Checkpoints are fairly placed, but they only help in getting one a move-along on the level. If one wants to 3 star the level, you anyways have to get a perfect run... mostly without crashes. And the planks, along with timed bombs, behave far too unpredictably. Twice I got a pumpkin plonked on my head millimeters before the finish from an explosion that happened behind me. Eventually, when I did 3 star the level, I got a massive jump due a plank angled slightly upwards, and I soared in the air for half the distance after the 2nd checkpoint. |
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