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Скачать или смотреть Pac-Man World Re-Pac 100% No Damage/Flutter Jump/Pac Dot Attack - 2-2: Manic Mines

  • Master Knight DH
  • 2022-12-09
  • 157
Pac-Man World Re-Pac 100% No Damage/Flutter Jump/Pac Dot Attack - 2-2: Manic Mines
Pac-Man World Re-PacNo DamageManic Mines
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Описание к видео Pac-Man World Re-Pac 100% No Damage/Flutter Jump/Pac Dot Attack - 2-2: Manic Mines

Rules of this challenge:
-100% collectible items obtained (non-key Fruit is fully optional, as is anything simply relating to scoring)
-No Damage taken, as usual
-Flutter Jump (Hang In Mid-Air) and Pac-Dot Attack are prohibited other than for demonstration
-Magic Key may not be used to circumvent gameplay (shouldn't come into play, though)

While Manic Mines isn't QUITE as long as I thought and simply involves placebo from involving both a Key hunt that mixes in a bit of backtracking and TWO Mazes, I can say that it is managing the general theming of trap involvement. There's also mine carts that move back and forth along rails while carrying some magma rocks, but the rails that they use can be helpful at times. Then halfway through the level, there's a few "Ankhs", or tornado machines as I will call them, that send a tornado at Pac and won't have much difficulty hitting him if he doesn't get away, while the machine themselves are completely invincible. After that is a flamethrower that covers an area that needs to be traversed THREE times in the midst of rescuing....whoa? Pac-Buddy, the dog? Wow!

Also, depth perception is made into an issue with critical platforming. PMWRP could have done with a camera control option thrown in. As long as the default camera angles, which overall are still stable enough, are clear, it would improve things.

Other threats are familiar, except for the Mummies, who have headwear with a spike to make safely taking them out with a Butt Bounce, while not impossible, much less reliable than I would like so I won't consider using the option. Believe me, this will come into play in the next part. Big time.

I may as well talk about a point of interest: Pac-Man, in PMWRP, being a case of Adaptational Awesome from what I have seen and read about. I call out the free platforming when under the Power Pellet's effect as overkill on the Catharsis Factor. If that wasn't available, Pac would still have the following points involved based on what I have seen/read:
-Mega Pac is still invincible to other attacks rather than just getting to take out the Ghosts
-Pac-Dot Attack actually gets competent range, and its charged attack has a lower cost as well
-Rev Roll doesn't have ridiculous bounce-back, which as NitroRad shows had been a MASSIVE problem
-The flutter jump....just...the flutter jump.

I also hear the Butt Bounce and the ledge grab (the latter I have called the Power Grip after the item in Metroid Zero Mission) are significantly better as well, but I am unclear on exactly how having not played the original Pac-Man World. What I do know is that options is always a good thing. I do stress at times that good game balance makes sure that the idea of putting it all together is emphasized without making the individual options gimmicky. On the one hand, lower difficulty does reduce value, which is a key reason why I take issue with Mega Pac creating platforms, though I buy that he destroys given terrain as we will see in some later stages. On the other hand, though, buffs don't have to kill the difficulty as long as they're simply adding additional approaches, which already increase involvement. Just look at what has happened recently with Sauda in Bloons TD 6; her activations recently got buffed and her Pierce nerf simply emphasizes her targeting for placing her Bloon Bleed debuff. I enjoy that.

Bottom line: Pac got some welcome changes. And I will talk more about this in the next part too.

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