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Examples of scumming in Spelunky include: * Shop scumming: The player restarts the game until a good shop is nearby, for example a shop selling a jetpack on level 2, allowing the player to start out with a collection of useful equipment (or at least a shotgun from robbing the shopkeeper). * Darkness scumming: The player restarts the game if the 'Darkness' level feeling occurs on the first level out of a shortcut. This is one of the least desirable level feelings to get, as the reduced visibility makes it very easy to take damage from hidden enemies, traps, and falls. * Shotgun scumming: The player restarts the Jungle until the Restless Dead level feeling occurs, then tries to plunder an "Ash" tombstone in hopes of receiving a shotgun.Note that in Spelunky Classic, "Ash" tombstone

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  • Scumming
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  • Examples of scumming in Spelunky include: * Shop scumming: The player restarts the game until a good shop is nearby, for example a shop selling a jetpack on level 2, allowing the player to start out with a collection of useful equipment (or at least a shotgun from robbing the shopkeeper). * Darkness scumming: The player restarts the game if the 'Darkness' level feeling occurs on the first level out of a shortcut. This is one of the least desirable level feelings to get, as the reduced visibility makes it very easy to take damage from hidden enemies, traps, and falls. * Shotgun scumming: The player restarts the Jungle until the Restless Dead level feeling occurs, then tries to plunder an "Ash" tombstone in hopes of receiving a shotgun.Note that in Spelunky Classic, "Ash" tombstone
  • Scumming techniques are certain repeatable actions or tactics providing players with unusual in-game benefits, usually exploiting a bug or simply quirks of the game design that might not have been intended to be used this way, or to this extent. They vary from commonly employed practices like the ID stairhop to the abuse of piety overflow, which is frequently looked down upon since it involves heavily exploiting a programming oversight.
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  • Scumming techniques are certain repeatable actions or tactics providing players with unusual in-game benefits, usually exploiting a bug or simply quirks of the game design that might not have been intended to be used this way, or to this extent. They vary from commonly employed practices like the ID stairhop to the abuse of piety overflow, which is frequently looked down upon since it involves heavily exploiting a programming oversight. Note that the amount of scorn you will receive for using these strategies is inversely proportional to your newness to the game and the desperateness and difficulty of your situation in game when you decided to use one of these techniques; and directly proportional to how much you tend to brag about your successes. As a newbie, don't shy away from using these techniques in order to make it easier for you to gather more experience and become more skilled in the game in general. Many of these are perfectly fine elements of the game, and only those who are bored otherwise will set themselves the restriction not to use them (and sometimes fail to understand that not everyone shares their viewpoint). The most important rule of all is to have fun. Many scumming tactics present in ADOM v. 1.1.1 were fixed in v. 1.2.0, either due to RFEs focusing on balancing the game or because they stem from bugs that would be fixed during development anyway.
  • Examples of scumming in Spelunky include: * Shop scumming: The player restarts the game until a good shop is nearby, for example a shop selling a jetpack on level 2, allowing the player to start out with a collection of useful equipment (or at least a shotgun from robbing the shopkeeper). * Darkness scumming: The player restarts the game if the 'Darkness' level feeling occurs on the first level out of a shortcut. This is one of the least desirable level feelings to get, as the reduced visibility makes it very easy to take damage from hidden enemies, traps, and falls. * Shotgun scumming: The player restarts the Jungle until the Restless Dead level feeling occurs, then tries to plunder an "Ash" tombstone in hopes of receiving a shotgun.Note that in Spelunky Classic, "Ash" tombstones are generated infrequently enough (and can be difficult to find) to render this technique very time consuming. * Jetpack scumming: The player restarts the Ice Caves until the UFO Crash Site level feeling occurs, then kills the Alien Lord to take the jetpack. * Altar scumming: The player restarts the game until an altar appears. This is especially useful in the Ice Caves, as Yeti are plentiful, and the Temple, with its many sacrificable enemies, allowing for rapid accumulation of favor. Because the first level of the Mines has no shops or particularly exploitable level feelings, a player who intends to scum will generally want to make use of shortcuts to start in later areas.
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