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Iggy’s Reckin’ Balls - World 7 - Sun Canyon (Perfect) 

Overhazard
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World 7, Sun Canyon, has a Wild West setting, with mesas and buttes in the background, platforms made of sun-dried caked mud decorated by cacti. The world select screen also shows wagon wheels and cattle skulls around, which would’ve been neat to have here too. Not only are the towers a step up in difficulty and complexity than the ones in World 6, Tektricity, but Sun Canyon’s set is the first one to require flapping and drop swinging. The former has to be figured out on one’s own (or watching the computer players engage in flapping), while the latter has signs instructing you to drop-swing where they’re necessary.
The character I’ve chosen this time is T’Basco, a red longhorn bull with a loud voice. This game predates Red Bull’s popularity. Rather, I think the design origin comes from the mascot of the Chicago Bulls NBA team. His grappling hook is a lasso with a nose ring at the end.
00:25 - Tower 1 - Caveat Emptor
if you’re wondering about me getting ahead in the conditional teleporters despite the arrow pointing down, there is a brief grace period where it will still take you further, which I took full advantage of. The name of this tower is the Latin phrase for “buyer beware,” meaning that the seller takes no responsibility for the buyer obtaining a low-quality or defective product.
04:08 - Tower 2 - Isle of Povros
The AI can navigate small, sparsely-spaced platforms way better than I can, but they make up for it by stumbling on goo platforms, which I needed to get the edge in this tower, and it wound up a photo finish. This may be an incorrect spelling of “Isles of Poros,” a pair of islands on the Greek Archipelago.
07:32 - Tower 3 - Madagascar
This tower begins the overall motif of Sun Canyon: long, meandering continuous platforms with a lot of hazards on them, much like Tektricity, but with fewer gaps and only one layer. It sounds simpler, but it means there are fewer ways to get ahead, and the obstacles are harder to avoid. For the record, this predates the Madagascar films (let alone the Penguins of Madagascar). Both, of course, are named after the island country off the southeastern coast of Africa.
10:44 - Tower 4 - Bash-tastic ! ! !
As you can figure from its name, there are a lot of hammers here. However, this tower is the first one in the game where flapping is required. By jumping and holding down the A button, you can hover and slow your descent. Since flapping segments require upward grappling afterwards, and you use the control stick to move and aim your grappling, you need to gain enough momentum to travel under your next platform to move the control stick up and grapple it.
14:16 - Tower 5 - Oasis
This tower is characterized by horizontal portions with many varying platforms, much like some of Tektricity’s towers. However, this one has more goo platforms, hammers, and enemies (namely the spike ones), and encourages you to stay airborne for longer. So long that sometimes, you can see Evan about to pick me up!
18:37 - Tower 6 - Der Klangischer (Armored)
This one is very annoying because of the unsynchronized way the platforms move towards the beginning. You’ll see that I was stuck there for a while on the second and third laps, as were the computer players. But that makes it very tough to keep up with them because if you miss even one chance to grapple upwards, even if it was because you were attacked, they can pull half a lap or more ahead.
22:16 - Tower 7 - The Propellor Stack
This is one of the most annoying towers in the game because the computer players have such an advantage here. The middle area, with the propeller-shaped platforms, don’t mesh well with this game’s camera system or aiming system. The AI, however, doesn’t have to worry about that. The result is nearly unbeatable opposition. The only way I could come out on top is to get an Invincible item and grapple up through the armored platforms.
24:56 - Tower 8 - Falling Staircase
This is, I think, the only tower in the game with an auto-roll segment as a hindrance rather than a breather, as there are two of them that travel in the opposite direction of where you want to go, with platforms above them to get across. The first one has normal platforms; the second has icy platforms.
28:10 - Tower 9 - Bohampscious
The ending part of this tower was a portion I always liked when I was younger, the part with the irregularly shaped armored platforms with an exposed spot where the platforms are closest together. I don’t know why. The tower’s name may be a portmanteau of “Bohannon” (like the musician Hamilton Bohannon) or "Bo Hampton" (comic book artist), “scrumptious,” and “conscious.”
31:35 - Final - Porous Torso
Among the finales, this one felt oddly short, but maybe it’s because I somehow managed to get to the platforms when they lined up best, whereas otherwise, there would be a lot of waiting.
With this one cleared, we’ll move on next to World 8, Patchwork.

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3 июл 2024

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Комментарии : 2   
@randomyoshi
@randomyoshi Месяц назад
Tower 1- The first part of the track up until the up-down teleporter was nothing but spirals and spirals and...well, you know. I didn't think going in the teleporter when the arrow is pointing down would be better than doing it when the arrow is pointing up. Despite this, Rob-ert was able to catch up with you in the final lap. Tower 2- Looks like you went the wrong way on purpose to do a super jump in order to bypass the slimy platform near the beginning of the level. Wow, that was a super close call at the end! The Thwomp-like enemy at the 6:58 mark slowed down Sno-eee long enough for you to grapple your way to the finish line. Tower 3- 7:43- You don't want to go too fast, or you'll go right past the next part of the track. 8:00-8:10- It's one of those sections where you have to go fast, or you'll be left behind. Your opponents were stuck on that section for a while, probably because of the items and the infighting. 8:31- There is at least one spike or spiky enemy in each of the platforms. You, Sno-eee, and everyone else were having trouble getting through the area. Tower 4- 11:04, 11:18, 11:33- What's with the ice everywhere? I thought we were supposed to be in a desert. 11:17, 11:28- I guess that is why the track's called "Bash-tastic!" 11:10, 11:23- You mentioned in the description that you need to hold the jump button while you're in the air to slow your descent. It seems that your opponents were having a little trouble gliding their way to the platforms based on what I saw in the video. But they were able to catch up to you in the mini-platforms section. Tower 5- 14:28, 14:41, 14:54, 15:00, 15:06, 15:19, 15:28- Ugh. Enemies on the boost panels again.... 15:50- You have to go against the boost panels this time? Huh. The gliding seems pretty useful here. 17:22- Yikes, you lost a lot of progress right there thanks to the reverse effect! Tower 6- 18:46-18:51- These parts look annoying, especially if you are racing on the track for the first few times. 19:07, 19:20- Seems like you need to glide your way to the other side before grappling onto the platforms. Sno-eee was going through this section fairly quickly. It's like he knows this track in the back of his mind. 19:42- Wait, that's not right. Where is the player supposed to go right there? You and the other racers had to wait until 19:58 to proceed further. 20:56- Bouncing on the yellow enemy gave you enough height for you to grapple to the next part of the level. You still had to move quickly to beat the other racers, though; they were slowly catching up. Tower 7- 22:33-22:46- Oh dear. That looks pretty darn annoying. You have to wait until the propellers line up so that you can climb higher. 23:43- Nice drop swing! Tower 8- 25:10- Oh hey, a shortcut! It's a perfect way to get past the racers who have gotten past you in the mini-platform section. 25:28- A mandatory drop swing section. That's the first time I've seen one in this game. There also seems to be a lot of ice platforms in the drop-swing sections of the track and the sections before it. Tower 9- 28:50-28:58- This looks tough to get past due to the enemies piled up around the platforms. 29:15-29:42- I like how this section uses the irregular-shaped platforms instead of the circular platforms that the game likes to use in the climbing sections. Final Tower- 32:04-32:13- It almost felt like the platforms lined up for you. 32:35-32:45- This section looks annoying because of the spikes suddenly popping out of the platforms. 32:54- You gotta drop swing to reach the finish line? That's an interesting way to finish the track and the world.
@Overhazard
@Overhazard Месяц назад
For the record, the arrow was pointing up each time I entered the teleporter. The game has a mercy window in which as long as the arrow hasn't fully pointed downwards when you enter the teleporter, it will take you up. At the end of Tower 2 ("Isle of Povros"), that was Snow-eee tossing away a Spike enemy. Burt yeah, that was too close. Flapping is definitely something the computer players struggle with. The result is that any tower where flapping is required tends to be easier than the other towers in that set, though this only really applies if you're very comfortable with flapping. (There was a bunch of ice platforms in Tower 1 ("Caveat Emptor"), so clearly, there are very cold areas in this desert.) That's the most devastating kind of timing for a Reverse thrown at me in Tower 5 ("Oasis"): the kind thart makes you fall to a lower part of the tower, and you'll have to climb back. The platforms towards the bottom of Tower 6 ("Der Klangischer") is, in fact very annoying because of the long waits for the platforms to line up with each other. Tower 7 ("The Propellor Stack") is actually the first tower to require a drop swing. You can even see the drop swing sign there. Tower 8 ("alling Staircase") is the frst to put it conspicuously in the middle though. From there on out, every tower in this set has a drop swing segment.
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