
We haven’t posted about QWOP yet, have we? It’s the webgame that’s turned up in most of my game related conversations for the last few week or so, so it’s probably best we give it at least a nod. Its a running game, with direct control of thighs and calves, and is the most ill-conceived attempt to directly simulate human experience since Trespasser’s sinister floating limb. Brrr. In a real way, it’s this year’s Sumotori Dreams. And a couple of videos beneath the cut…
How it’s done:
How you’ll be doing it:
So – how far have you got, people?
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All I can think is this a fine Ministry of Silly Walks simulator
I really can’t understand the kind of person who is willing to shuffle along all the way to the end. I quickly realised I could do this, but kinda’ considered it cheating, and it would be super boring. And did you really expect something amazing to happen at the end??
I did play the game a lot though. My best was just a bit of 20 meters. I found that I could occasionally correct tiny mistakes, but through muscle memory only. If I made a wrong move and tried to think about what button to hit to fix it I would fail every time. I really have no idea which button does what. But if I’m not thinking about it too much I can manage to correct mistakes and even pop right back up after doing the splits.
About 30 metres. I got the guy kneeling and could’ve crawled to 100m, but progress was so slow it would have taken me too long.
It’s great if you play the audio from the first video while watching the second.
Your linking reminds me to enquire about an Advent Game-O-Calendar this year, as it was so fantastic last year. Om nom nom etc.
It tells me that I press Q and W to control my thighs, but my thighs do not seem to be under my control…
Playing this kinda makes me glad I’m not a calf muscle.
But a bag of chips in his hand and you’ve got next year’s big thing. Binge Drink: the Aftermath
I’ll wait for the sequel, where they finally put in ankle control.
20 Meters
All three games on foddy.net are worthwhile, but I’ve spent waaaayyy too much time over the last few days with Too Many Ninjas! Despite being just a reaction-matcher in theory, it’s actually a subtly assembled and near-perfectly balanced videogame. The analogue variety in enemy and projectile tracks and per-pixel collision on the sword are its soul, demanding that you extrapolate, catalogue and prioritise multiple vectors with both speed and precision. The NES ambience and slight animation delay of the moves also helps keep it interesting, as does the vital inclusion of a ‘death-cam’ freezeframe to let you know exactly where you got hit.
NB: Diagonals are happily accepted, though I’ve established that down-diagonals are completely unnecessary for survival (score-boosting only) and upper-diagonals are useful only at the highest levels of play, if at all. I’m not there yet, my high score is somewhere around 30 with a mean of 15-20. If there is no strategy involved in the gameplay, there is at least strategy in changing yourself to be better at the gameplay, ala Geometry Wars et al.
With the sword’s resting position moved in a few pixels to keep it from 100% impaling rear melee and blocking rear leg shuriken, and some lower shuriken launches for shallower tracks to incentivise diagonal strikes, it would be a perfect game.
http://i36.tinypic.com/xkpz4g.jpg
WHATS UP BITCHES
YEAAAAAAAAAAAAA
i got 88 meters and would be more i just closed it because i was bored
I got 100 meters at college, knocked over the fence and carried on to the sand pit at the end…. never played it since.
“http://i36.tinypic.com/xkpz4g.jpg
WHATS UP BITCHES”
Are you using windows 98? Are you living in some kind of hut in the third world or something?
Maybe if you spent a bit less time running like a retard you could afford a computer from this century.