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6000 Feet

Is actually quite easy to get, the hard part is getting all of the upgrades so that you can hit 6000 feet within 20 or so days (whichever ending, I think, that doesn't say "it was about time").
Basically, think physics (but also, if you notice how the glider works):
When you go up, your speed will go down due to a lot of causes, but, that gives you altitude.
With enough altitude (you can and or should use the rockets right as you come off to do this), and enough speed, say, 200 MPH, find the "sweet spot" where you either don't lose speed, or you gain speed (just a tiny bit) while altitude still falls relatively slowly. That way you'll glide for maybe the first 5000 feet before having to refresh yourself, which is the (relatively) harder part.
To refresh yourself, you're going to have to shoot up before your speed is too low (around 100 mph or so), but then make sure you get enough altitude - without making the speed go under, say, 50 MPH. That way, you can glide for a few hundred more meters to reach your goal.

About the "message"?

It seems really more like the "deep" part is the game's originality, how it deviates from the norm. Otherwise, however, the actual game seems to be a pun in itself: Bitville, the "values" of bitville, etc.
Bits, pixels? Values (as in the values of data) for pixels, etc.
He goes on a mission to go... well, back to being bits.

But if you'd prefer a more mentally stimulating interpretation:
Jason believes life was becoming too "futuristic", technological, etc. He goes back... but he goes too far, way too far, to the point that the game is unplayable and the fact being that it isn't a game anymore, per se. Thus, should we realize, that change is acceptable; too much of the past may not always be a good thing (the extremists who oppose the direction of the future, perhaps?)
Remember also that Jason thought "this was fun", perhaps indicating that was the time in which pixels were "advanced" enough to make a game, and still be fun... going too far back, however, became a problem.

Fun, but...

A little buggy... You can make yourself die other than, what I'd expect, to be the point of the level. For example, the lightning switches can be switched on permanently (standing on the edge of the switch, move right then left again) and you can just walk into the lightning. Level 34, for example, you can kill yourself by stacking two boxes (one box on top of the other on the way leftmost screen, you can push the box on the bottom towards the left and the top one will drop on you)

It....

It ends abruptly... and in a much faster pace than what was reflected from the movie... The mini-games weren't much besides that plane one which not only took forever but restarted you from the beginning if you were to crash. . . .
I'd say work on your mini-game movies a bit more, it's not the graphics, and maybe a little tweakage of the sound, but more the quality of the actual games... and there were only like 3 anyway. (not counting creating the boat...)
Explain a little more about how he got there, maybe... eh.

Well

If it didn't take forever cause you didn't notice who you were supposed to shoot (The people that were killing the hostages) and then failing and having to restart again, it'd be generally be smooth all-throughout... I reccomend flashing "HOSTAGES" or something like that so we know that there are hostages that will be killed during that scene... It's fresh new work though, I don't remember the last time we had a shooter...
One more thing, why do we keep switching guns if everything kills everyone in one hit anyway?

Honto responds:

I read reviews of other shooters in Newgrounds while making this to see what people wanted and they always asked for more guns so i decided to add variety. And even if they all kill in one hit there're different death animations depending on the weapon, like the shotgun blows legs off or disembowels someone and the pistol doesn't, and some of them have smaller clips making things harder.

thanks for your review

Well....

You see how they're hammering these things out like no tomorrow? One comes out just measly days from the other... they're short, and are poorly made as well. You could shoot the persons legs, except it does nothing. You HAVE to shoot the impact area where they filmed it... which is retarded. They're also the same as the other, with added sparks that don't take long to implement especially since there are only two "cutscenes" and one out of three choices will do nothing.

Can we get a little more quality and not quantity?

Aerdail responds:

Sorry you feel that way, there is more work involved than you may think, but I respect your opinion, I will spend more time on the next one.

Umm... yes thats true, it does need some work

There are a few bugs, lol first are some of the layout bugs like the circle goes into the terrain sometimes, second, if ur going super fast and hit the green thing and go down, it still makes u die. make it go faster or something or warn ppl about it?

I liked it

Fun Fun Fun Fun, Super super super super, play play play play all day!

Hello. Uhh I guess so. Yes. Hi.

Age 38, Male

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Black Mage's School

Black Mage Village

Joined on 4/4/03

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