Back in the original, not only was there no way to tell at glance which walls were bombable but if you ran out of bombs in one of the lat...
Back in the original, not only was there no way to tell at glance which walls were bombable but if you ran out of bombs in one of the later dungeons where you simply had to bomb a wall to get any further, TOUGH LUCK. Up against dodongo and out of bombs because you mis-timed your last one? DIE. And if you were low on rupees to buy more bombs, tough again. In phantom hourglass, if bombing a crack is necessary to advance, not only will there be a massive crack visible, but the DS will actually switch to a cutscene the first time you enter that room specifically highlighting the crack. If that's not enough there will be a huge SIGN nearby telling you why not try a bomb, and in case you had not thought to bring any, there's also a bomb-plant providing an infinite supply in the corner of the room. If I remember right, for the boss that you need arrows to defeat, there's some kind of infinite resupply in the room as well. P.S. I wonder how many times you need to mention "bomb" on HN to trigger an XKEYSCORE alert?
Posted by red_admiral on Aug 3, 2015, 9:50 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.5,000 issues0 comments
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The biggest problem with having an LLM do this, from what I've observed of at least frontier models, is that the way they are trained...
NewThe biggest problem with MOND is that it was hand-crafted with additional parameters simply to fit the data.
(My comment is about detached houses).
The biggest problem with this is that I can't run my company's own internal benchmarks against this API, because they will be trained int...
> steer Claude away from over-engineering parts of the system in response to hypothetical concerns.
Why is there no comparison with FLUX 3 Image?
> our Git monorepo was developing an annoying problem Sentences like this are so common from people using monorepos that I am convinced ...
Why is there no contact form?
Back in the original, not only was there no way to tell at glance which walls were bombable but if you ran out of bombs in one of the lat...
Back in the original, not only was there no way to tell at glance which walls were bombable but if you ran out of bombs in one of the later dungeons where you simply had to bomb a wall to get any further, TOUGH LUCK. Up against dodongo and out of bombs because you mis-timed your last one? DIE. And if you were low on rupees to buy more bombs, tough again. In phantom hourglass, if bombing a crack is necessary to advance, not only will there be a massive crack visible, but the DS will actually switch to a cutscene the first time you enter that room specifically highlighting the crack. If that's not enough there will be a huge SIGN nearby telling you why not try a bomb, and in case you had not thought to bring any, there's also a bomb-plant providing an infinite supply in the corner of the room. If I remember right, for the boss that you need arrows to defeat, there's some kind of infinite resupply in the room as well. P.S. I wonder how many times you need to mention "bomb" on HN to trigger an XKEYSCORE alert?
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