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Super Monkey Ball 2 - World 4 - Inside a Whale

super

monkey

ball

two

amusement

vision

sega

inside

whale

launchers

arthropod

Автор: Overhazard

Загружено: 2011-03-28

Просмотров: 60766

Описание: NOTE: Due to some strange, bizarre glitch, when I uploaded worlds 5 through 7, it changed the information for this video instead of the others. It should be fixed now.

Aiai and his friends have chased Dr. Bad-Boon down into the ocean. They took a while, the bad doc hiding in the sunken ship, but the heroes relentlessly went through umm, his mazes or something, and found him there. Apparently, he's been hiding a propeller in his scuba tank for just this occasion and went back to the surface. While there, a whale showed up and swallowed all for of them!

Now, according to the story, Dr. Bad-Boon had placed all of these stages where they are. It might make sense for the first three worlds, with Dr. Bad-Boon running around tossing these stages from his hammerspace to slow down Aiai, but here? It makes no sense at all. Dr. Bad-Boon is trying to escape just as much as Aiai. And really, as the game goes on, it makes less and less sense for him to have these suspended sets of platforms. On top of that, it seems Aiai can fly. So why doesn't he just fly to Dr. Bad-Boon, sock him real hard, and fly through the blowhole?

Anyway, the game goes from challenging to infamous in World 4. This set contains both the final stage with a difficulty of 1 (Dynamic Maze) and the first with a difficulty of 10 (Arthropod):

4-1 Pro Skaters (Difficulty: 2)
4-2 Giant Comb (8)
4-3 Beehive (5)
4-4 Dynamic Maze (1)
4-5 Triangle Holes (6)
4-6 Launchers (9)
4-7 Randomizer (6)
4-8 Coin Slots (8)
4-9 Seesaw Bridges (8)
4-10 Arthropod (10)
Average: 6.3

There are two stages that most everyone who plays this game will not forget: Launchers and Arthropod. The reason why is simple, both stages having large amounts of trial and error. In Launchers, you have to put Aiai in a VERY specific spot to shove him up the outside of a tall column, have him land safely at the top, then roll him back down to catch the goal rotating around the column. The number of things that can go wrong is huge. In Arthropod, the goal is not accessible until it moves to the top of the final loop. When it gets there, you have to charge ahead to get over the gaps between the loops while not getting crushed under the Arthropod's feet and not going so fast that you fly right past the goal.

Coin Slots can also be quite a pain if you're going for any goal other than the final one--it's the only one that's slow enough to react to without knowing the exact layout and movements of the goals in advance. And, of course, due to the nature of the stage, there can be a moment where all of the goals have fallen through and you must start over.

And then we have Triangle Holes, a stage that could've been quite difficult, if not for the fact that you can just hold forward the whole way through and get to the goal effortlessly.

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