Saturday, November 27, 2010

LOLowls

Kinda like LOLcats...except with owls...and more relevant.


Monday, November 1, 2010

Represent yo hood

And by "hood" I mean operating system.

To be honest, this is just a glorified test post from my phone. But either way...

Blackberry repr'sent! *flashes gang sign*

Tuesday, October 26, 2010

We interrupt the normal programming with...

ACTUAL CONTENT RELATED TO THIS SITE!



<http://newmedia.funnyjunk.com/funny_pictures/997481/Owls+and+Guns/>

What Garbage!!!

http://www.realclearpolitics.com/articles/2010/10/03/california_death_penalty_once_again_thwarted_by_thug_huggers_107414.html

This is ridiculous. Frankly, I'm concerned at how inefficient our justice system is. This guy was on death row for 30 YEARS. Not only is that an excessive waste of taxpayer money, it is also a gross injustice to the victim and her family. A man like that has no place taking up space in ANY prison, much less taking up space while costing the state thousands upon thousands of dollars to keep his sorry ass alive. And so what if he "feels pain" when the lethal injection is administered? It isn't like he would be alive long to "suffer" through it. Though any suffering done by him is nothing compared to the suffering that was experienced by this victim's family.

HOLY TITS ITS WINDY

Today, it was so windy that at one point, I was running against it and it suddenly stopped, I very nearly face planted. Moral of the story, wind sucks.

Robot Unicorn Attack Techniques

Let's be frank; I pwn at Robot Unicorn Attack. Freech is the only person I have encountered who can consistently score higher than me. You might be wondering how I'm so damn good. Well fortunately for you I'm about to tell you. Here are some pointers in doing really well in RUA:

1. Play low. What does that mean? It means try not to make your unicorn go any higher than the ledge you are aiming for as much as possible. How do you accomplish this? Use your double jump! normally you might jump once and get the required distance by holding down the button to get more height. This may work in the beginning, but once you start going faster and faster you are going to end up going much too high, which results in a lot of bad things. Practice clearing gaps with two quick jumps instead of one big one. (eventually you will be able to clear these gaps with 1 quick jump when you are going fast enough). You can also use your dash to clear ledges. This is very advantageous for ledges that don't don't require a very large vertical jump because it clears the gap while adding NO HEIGHT.

2. Hover. This is most useful on horizontal platforms (platforms that don't curve up or down). Basically, "hovering" means jumping just barely high enough to clear those mini-ledges you find in the middle of the platform, and then dashing straight across. This will clear the whole platform at higher speeds.

3. STAR COMBOS. This is the MOST important tip. Hit. Every. Star. This is why you play low, because it enables you to hit stars instead of going over them. It is almost impossible to hit a star while falling from above. Most of the time you go over it or smash into it. Lets say in an average run you enounter 25 stars. If you hit every single one, your score will be 100+200+300...+2500. Thats 32,500 points, just from stars. Now lets say you miss ONE star, right in the middle. Your score drops to 15,600. Just for missing a single star, you drop 17,000 points. Yes I know that in a lot of cases you end up hitting a vertical fork in choosing up or down and you miss them. That's something you can't avoid. Just hit as many as possible.

4. Vertical forks. Sometimes you have to choose whether to go above or below a certain section of a ledge. How do you decide? Well, there are different approaches to this, but here's mine: In the beginning, there tend to be more stars on the upper fork (at least that's how it seems to me). Later on in a wish, they tend to be on the lower fork. Always go where the stars are if possible. Late game I always take the lower fork because it does not require a jump that can get you into trouble and doesn't take you too high (see rule 1).

5. Pattern recognition. Unfortunately, the only way to get this is to play a lot. Basically, you can get a pretty good idea what a whole platform is going to look like before you even land on it. The stars are also typically in about the same spot (though it can vary a little on some platforms). The biggest problems I have had is recognizing the "funnel ledge" platform as soon as I see it. (not to be confused with the "Sonic-tunnel" platform.) The "funnel ledge" has a ceiling that starts high and ledges down, and the floor starts low and ledges very high upward. There is a small star-high tunnel at the end that typically contains a star. As soon as you see this type of platform, you need to be able to differentiate it from other horizontal platforms, because using a "hover" on this platform will kill you instantly. You need to jump as quickly as possible (same as the hover), but you need to get more height before you dash. This gets much more difficult at high speeds. Also, your dash will typically end after the end of the tunnel, meaning you need to air jump out.

6. Know your limits. You get 2 normal jumps off the ground. However, after this, you can dash, then jump, then dash, then jump, then dash without touching the ground. After that however, you get NO MORE JUMPS. Typically this isn't a problem because you find a nice upward slope you can dash into, but occasionally it can get you into trouble