I just unlocked magma ruins meaning I have all the nightmares before most people get them the easy (but still hard) way EDIT: I just noticed I got platinum on ember march, meaning I got my crown "legit"
Am I missing something?! I can't seem to find the last 5 coins on Burn Alley i've beaten all the other dev scores but this one! I have no idea how many times I've gone through this level but I'm always 5 coins short, help please! Here is what I do, At 30% I get 5 coins, 40% 5 more coins, I then RJ at 43% get 5 more coins, 56% 5 coins, 64% 5 more coins and 69% I get 5 more. So far I've got 30 coins, from 77% to 96% there are pillars that have a total of 20 coins and I end the level with 50/55 coins
Look for a stalactite pointing into the lava... and drop down into the lava. Be sure to have a rocket charge to get back out...
* Join Date: Jul 2009 Posts: 309 Lava coins Hey. 48% on Burn Alley, 28% on Ember March-- You need to use rocketboots before you would hit the steam geyser. There are coins on a platform that you should be able to slide into. Hey this i 4 the one who asked... And @Guise gave me this cause i had the same prob... So enjoy..
I have got al 55 now do you have the one after you shoot by a gyser in 51% you have to hook immideately and then drop there is a platform with 5 coins if I am right!
Does anyone else find the hooking/swinging isn't as fluid as it was in Hook Champ? It feels.. unnatural. Whereas in HC it just felt like something swinging on a rope. Maybe it's the mid-air animation, I don't know. But I'm finding it hard to get used to, and consequently harder to enjoy the game.
Zoo! I haven't seen you around for awhile. Yes, there has been some discussion about the swing mechanic, and some people (like myself), have had a hard time with it -- especially coming from HC. I think the swinging is actually more natural in SQH, but the rope slack (minimum length) really screws me up. Actually, I'm starting to get used to it. And Kepa mentioned that they might try to add a retraction option so that everyone can find a retraction setting that works for them. Good to see you are still around.
As someone who never played HC I feel the same way as well,Kepa has decided not to change it however...
First off, I'd like to say that I've enjoyed playing Super QuickHook very much. I purchased it on the first day of release, and have found myself unable to put it down. I hope you guys continue to have success with the game. However, I feel that the scoring method in Avalanche Mode is very unbalanced and too heavily affected by the coin bonus. Since the level sequences are randomly generated, this means that luck often plays a much greater role than skill. Don't get me wrong, a very skilled player will still be able to beat a player of lower skill fairly consistently. But between similarly skilled players (or in most instances, when competing with your own high score), having a sequence with lots of coins is more crucial than skillful perfomance. I know for a fact that my highest scores were not my best runs, but rather lucky instances where the levels had an abundance of coins. This can be especially frustrating when you're playing well, but just don't get level sequences that have coins. (I've beaten my high score run timewise by nearly a full minute, and still achieved a lower score.) Knowing that the scoring method is structured this way has also led to me forming the habit of restarting the level until the pedometer shows there are 10 coins in the opening sequence. It's not something I like to do, but it's the only way I have a chance, at my current skill level, of beating my high score. The majority of players (who score under 5000 points) are probably in the same shoes (although they may not have the habit of restarting.) The current scoring method also forces all players to take the same path, rather than experimenting with jumps or slides in creative spots to gain distance/time. The coin bonus is just too great right now for players to deviate from the predetermined paths. I have a feeling we might see all kinds of creative ways to play with a more balanced scoring method. Finally, a scoring method that favors distance/time would create a greater sense of urgency for players, especially in the later stages, when players would be fighting to squeeze out the few extra seconds before the avalanche catches up. This aspect is already somewhat there, but unless there is a cluster of coins close ahead, I know my score won't be affected much by the last seconds of play. I admire all the work and polish that has been put into Super Quickhook. But I hope these suggestions can be taken into consideration to improve upon what is already a great game. Keep up the good work, guys! (I'm not sure if these points have been brought up before. I haven't seen them, but I haven't read the entire thread either.)
Hey mike, good to see you too. Unfortunately I had to some pretty heavy real life stuff going on so wasn't really able to participate in the beta testing for SQH. I did play the beta a little, though, and have been playing the final product a lot. Maybe it is the rope slack that's the problem like you said; I've found it hard to pinpoint exactly why I'm struggling. It just doesn't feel like a natural swinging motion to me. Nor does the feeling of momentum feel right. I thought that when it came to physics, everything swings the same. I'm enjoying the game, though. I'd love to see this level of polish applied to HC. Although Kepa's distinctive style of humor seems to have been toned down, which is a shame.
I'm not even really interested in getting my platinum scores until I can beat the dev score on avalanche. I got 3 platinums just going through the game(probably would have had more if I had been awake at midnight for the release) so I am sure it is doable, especially when the scores reset. Compatible with IOS4 kepa? I downloaded it but I have not installed it just incase.