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Iggy’s Reckin’ Balls - World 5 - Funkville (Perfect) 

Overhazard
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It’s all brand new material from here on out, as far as visual themes and backdrops go, because we’re now done with the Easy Street and Easy difficulty stuff! World 5, Funkville, is the first would you can only unlock on Normal or Hard, and you do so by getting a gold trophy in each world from Easy Stret to Soft Sun Bay. One of the signs of this being a more advanced set is that the pennant flag displaying the world number and name is now gold with purple, instead of the green with blue of Worlds 1 through 4. In addition, there's a star behind the number.
This one is a monochrome world set in a colossal castle, and the whole place has a pencil drawing look to it. Fitting, as Funkville is specifically based on the art pieces “House of Stairs,” “Relativity,” and “Convex and Concave,” with the lowermost areas based on “Belvedere,” by M.C. Escher. (They were originally lithographs, but they have a pencil look to them.) Optical illusions were very popular in the 1980s and 1990s, and with it, Escher’s works themselves. In 1998, most people playing this game would immediately recognize the references, or at least the artist who inspired this world. Hopefully, the same applies in 2024. And if you didn’t, that’s what reading this paragraph is for!
Due to the art theme, I figured I-Ball is a fitting choice, because optical illusions are tricks for your eyes. He may be an unsettling character, with his grappling hook appearing to be a miniature space shuttle at the end of an optic nerve, but he seems to prefer making puns around seeing.
00:21 - Tower 1 - The Climbing Wall
Isn’t that what all of these towers are? I know the name of this tower specifically refers to rock-climbing features found in gymnasiums though. I also forgot that the Invincible item (a star, naturally) lets you grapple through armored platforms, so I missed out on an improvised shortcut.
05:52 - Tower 2 - The Skyscraper
Personally, I feel like this tower draws from its visual inspirations the most out of any tower in this game. The middle portion is full of random-looking, scattered, tiny platforms with a chaotic look. No illusions on the tower itself, but it is very hard to figure out what your path is through that mess! There are some shortcuts there, some intentional and some not, but I forgot what the were.
09:34 - Tower 3 - Spy D. Crinkle
This took me a WHILE to get right. It’s another one of those “swarm of tiny platforms to go up” towers, except this time, you start out furthest on the right where the only viable path is to the upper left, so you have the longest distance to cover. The platforms are also further apart than any previous instances. Combine that with the pointless aggression the AI has, and it was an hour of agony for me. (I don’t know who Spy D. Crinkle is.)
13:15 - Tower 4 - Bey Brooth
There was one point with the yellow spikes where you can drop down for a shortcut, but I can’t judge distance well enough in this game to do it reliably. This tower’s name is a pun on Bey Bickerton, one of the tower designers for this game, and baseball player Babe Ruth.
16:20 - Tower 5 - Snake’s Meow (Armored)
Due to the timing of the moving platforms near the beginning, good use of Turbos allows me to get ahead and stay ahead. This tower’s name comes from the idion “the cat’s meow,” to refer to the best of something.
21:14 - Tower 6 - The Inner Sanctum
This was another frustrating tower due to how much more easily the AI could climb the diagonal short platforms than I could. That, and starting next to Chatter meant I needed to get away from him, or he’ll attack me and allow Cecil and T’basco to get ahead.
24:52 - Tower 7 - Over Lefted
This tower features horizontal sections that test how well you can jump across platforms moreso than grappling. There will be more complex ones later. This tower’s name is a pun on “overwritten” and how you’re traveling leftward for much of it.
28:31 - Tower 8 - The Wiggle Wall
I don’t know if this tower’s name is meant to be a followup to “The Climbing Wall,” but it has little in common, design-wise.
31:10 - Tower 9 - Popburst
It’s fine to be reckless with Turbos here, because there are a lot of auto-roll sections. This one is tricky, though, because so much of the tower is automated, so you don't have much time to pull ahead, or catch up if you're falling behind. By the time you’re actually racing, you’re near the end! This tower’s name is an alternate name for the Unicode symbol ҉.
34:32 - Final - Bug Trousers
I don’t know what bug trousers are, but I always like some external loop-de-loops! Not knowing where to go allowed T’basco to catch up, and later, Chatter too.
Up next is World 6, Tektricity. This one is set inside of a giant computer.

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1 июл 2024

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Комментарии : 4   
@jstttr
@jstttr Месяц назад
this game’s vibe is crazy. i love it
@Overhazard
@Overhazard Месяц назад
There hasn’t been another game like it before…or since!
@randomyoshi
@randomyoshi Месяц назад
It looks like I-Ball's win quote is: "I'm a true visionary, yes!" Tower 1- 0:44-1:13, 1:16-1:30, 1:34-1:55- I guess these sections are why the track's called "The Climbing Tower." Your opponents were able to climb the first section of the track quickly, but they got slowed down in the 3rd section of the track. They were confused on how they were supposed to get past the section. Tower 2- There's a ton of broken platforms all over the place. But where's the-? 6:49- Ah, that must be the skyscraper the level was talking about. And look at how fast the platforms are moving! Poor Cecil got lapped twice! Tower 3- Dang, Cecil was a monster in this track. He was able to get through the mini-platform section quickly and was way ahead of you in the first two laps! It wasn't until someone hit him with an item and caused him to concede the 1st place ranking to you. You still had to grapple like a madman (or a mad-eye?) to win the race, though. Tower 4- Looks like the first part is a maze-like climbing section, while the second part (14:04) is a climbing section with metal platforms. The maze-like section looks like it's easy to get lost in. Tower 5- 16:28- First part looks chaotic since you are likely to fight with other racers while you are trying to climb your way to the top. The next parts (17:10, 17:22, 17:29) has the player dashing their way through the boost panels. And then it ends with the climbing section (17:33), which is chaotic just like the first section of the track. You gotta be fast and watch out for the other racers, or you'll likely be left behind. Tower 6- 21:24- Welp, it's the mini-platforms again. And the CPU players are great at navigating those like you've said. 21:43- Thank goodness the arrows show where the player should wait to climb further up in the track. Tower 7- "Over-Lefted?" (sees the track) Oh. I see why. You gotta keep on going left unless you are in the final section of the level. Tower 8- More mini-platforms. Yay. 29:19- Oh, this is new. Your opponents were having trouble getting past that section. I guess it's because they were fighting each other while they were waiting for the platforms to spin around and line up so they could climb their way up. Tower 9- Most of the track had boost panels that you could dash through. The real challenging part of the level was the final climbing section, which had spiky enemies popping in and out of the platforms that could slow you down. I was nervous in the 2nd lap when all of the racers caught up with you. Final Tower- 34:49- This looks like a shortcut. 34:55, 35:00, 35:09- Yo, what is up with the spiky enemies everywhere? 35:27- Bye bye, T'Basco! 35:33- Wheeeeee! 35:53- This place looks like a great place to gain or lose ground depending on how fast you can get through the section.
@Overhazard
@Overhazard Месяц назад
The AI is frequently tripped up when the tower design is nonstandard. Pretty much all of the towers in World 5 are nonstandard, so you’ll see this every now and then. Tower 3 (“Spy D. Crinkle“) is pure agony. I got a good run out of that tower and never want to play on it again. The first part of Tower 4 (“Bey Brooth”) is actually not as hard to navigate as it looks. You just have to remember that you always want to move upwards. In Tower 6 (“The Inner Sanctum”), I’m very bad at the beginning part, but the computer players really fumble at the last part. I can only hope to gain a big enough lead in the latter to compensate for the former. Tower 9 (“Popburst”) doesn’t give you much room to pull ahead of the others. As a result, everyone will remain near each other, progress-wise. That was indeed a shortcut you saw in Final Tower (“Bug Trousers”).
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