13 Reviews:
Sugar
Good trigger needle game!
I enjoyed playing this.
[1] Like
I enjoyed playing this.
Rating: 8.0 80
Difficulty: 70 70
Mar 4, 2018
joseph567
Much better than Rukito's trigger needle games.
[1] Like
Rating: 7.8 78
Difficulty: 68 68
Mar 4, 2018
ElCochran90
Double the 128, double the fun? Not literally in a mathematical way, but there’s improvement in this one.
Homie 128-Up is back with lessons learned and a more solid difficulty balance and progression. The game still begins brutally and is not devoid of traps; it focuses more on triggers and makes them more obvious, although this often comes with the price of paying with many trollish deaths, so this is also getting the “trap” tag. Stage 1 still has dumb guessing games: First screen, if you do the gate, the minispike will move, as it’s obvious; second screen of the same first stage, if you touch the perfectly still brown platforms, they will move! Etc...
The third stage is the most interesting one overall, as it plays with the concept of backtracking. I wish it scrolled horizontally, but you don’t have to backtrack through the same spots you went through. So, considering what seems to be possible routing, you should try that road first and see if it works. Unlike many parts, the screen transitions here are sometimes unfair as you might die.
For the life of me, stage 4 used a Crash Bash song and I was cheering. Green stage looks bad, but I couldn’t stop thinking about this, as brutal as it was. Also, stage 5 punched me in the face with featuring the song of my favorite track of Sonic Riders for the PS2. Awesome sauce! I enjoyed the Sonic-Riders pink stage. Stage 5 is when things get exponentially harder and when the game begins competing with RZ in terms of difficulty: it’s horribly precise. Your first major grinding will be done here. The substantial backtracking begins here as well, but at least it speaks favorably for the thought that went into the level design. Second screen of stage 6 has the brilliant idea of ending a long, hard save with a 9-jump: this is uncanny to the second save of Stage 5 of RZ (although I’ll grant RZ makes you do two and upside down).
The last stage is a foreshadowing of greater things to come in the sequel. It is also the most brutal for many (2nd hardest for me). Add some inverted gravity water sections with triggers since the very first screen and you’re in for a blast. The third save is unforgiving from the opening maneuvering you have to do, an unfriendly screen transition, many intended 16px gaps and triggers that are traps. This is where I began to suffer the griding more than enjoying the increasingly creative level design. Third screen has one of the bs moments of the first game: “See this diamond? To the naked eye, if you do it, you’ll most probably die and it’s useless, but do it anyway: it’s necessary for progressing through the stage”. Even when you do the diamond successfully the first time, you have no idea what will happen and die anyway, but it’s the only way to find out. What’s the logic of treating the player like this?
Now, I still have to be honest: the final screen is a near-masterpiece, and the best moment in the entire trilogy (yes, including 512): it’s a harsh endurance test, but balanced, intuitive, heart-pounding and challenging. There are no unpleasant surprises, no triggers that have to be activated in a random wall in North Korea so you can come back to the screen and progress. The screen keeps changing after you go to a dead end, indicating exactly where to go next: purely trigger needle. Inverted gravity is used correctly, and there’s a lot of tension and calculation involved. The second vine in the middle is the toughest jump in the screen, but you know exactly what you must do. It’s the perfect setup for the final boss.
The final boss, Super Galaxy Man, has less visual challenge than the predecessor of 128, making the endurance boss a fun ride. It’s a refreshing take after so much freaking needle. It’s more memorable for better reasons than the final boss of 128 and is perfectly readable: no unfair shenanigans to blind you temporarily after a long attempt. It’s you and your reflexes vs. the boss. Classic theme also.
Concerning the difficulty, in average, I found this as difficult as RZ. It’s unreasonably hard. I had a very similar amount of deaths in both games, but there are two effects I think cancel each other out numerically: I did RZ more than a year ago, with less skill than today, but there is no luck boss. On the contrary, this boss is the total opposite: it’s even kind of trivial for some reason (maybe because the main purpose of the game is still to be trigger needle).
Thanks for making.
[0] Likes
Homie 128-Up is back with lessons learned and a more solid difficulty balance and progression. The game still begins brutally and is not devoid of traps; it focuses more on triggers and makes them more obvious, although this often comes with the price of paying with many trollish deaths, so this is also getting the “trap” tag. Stage 1 still has dumb guessing games: First screen, if you do the gate, the minispike will move, as it’s obvious; second screen of the same first stage, if you touch the perfectly still brown platforms, they will move! Etc...
The third stage is the most interesting one overall, as it plays with the concept of backtracking. I wish it scrolled horizontally, but you don’t have to backtrack through the same spots you went through. So, considering what seems to be possible routing, you should try that road first and see if it works. Unlike many parts, the screen transitions here are sometimes unfair as you might die.
For the life of me, stage 4 used a Crash Bash song and I was cheering. Green stage looks bad, but I couldn’t stop thinking about this, as brutal as it was. Also, stage 5 punched me in the face with featuring the song of my favorite track of Sonic Riders for the PS2. Awesome sauce! I enjoyed the Sonic-Riders pink stage. Stage 5 is when things get exponentially harder and when the game begins competing with RZ in terms of difficulty: it’s horribly precise. Your first major grinding will be done here. The substantial backtracking begins here as well, but at least it speaks favorably for the thought that went into the level design. Second screen of stage 6 has the brilliant idea of ending a long, hard save with a 9-jump: this is uncanny to the second save of Stage 5 of RZ (although I’ll grant RZ makes you do two and upside down).
The last stage is a foreshadowing of greater things to come in the sequel. It is also the most brutal for many (2nd hardest for me). Add some inverted gravity water sections with triggers since the very first screen and you’re in for a blast. The third save is unforgiving from the opening maneuvering you have to do, an unfriendly screen transition, many intended 16px gaps and triggers that are traps. This is where I began to suffer the griding more than enjoying the increasingly creative level design. Third screen has one of the bs moments of the first game: “See this diamond? To the naked eye, if you do it, you’ll most probably die and it’s useless, but do it anyway: it’s necessary for progressing through the stage”. Even when you do the diamond successfully the first time, you have no idea what will happen and die anyway, but it’s the only way to find out. What’s the logic of treating the player like this?
Now, I still have to be honest: the final screen is a near-masterpiece, and the best moment in the entire trilogy (yes, including 512): it’s a harsh endurance test, but balanced, intuitive, heart-pounding and challenging. There are no unpleasant surprises, no triggers that have to be activated in a random wall in North Korea so you can come back to the screen and progress. The screen keeps changing after you go to a dead end, indicating exactly where to go next: purely trigger needle. Inverted gravity is used correctly, and there’s a lot of tension and calculation involved. The second vine in the middle is the toughest jump in the screen, but you know exactly what you must do. It’s the perfect setup for the final boss.
The final boss, Super Galaxy Man, has less visual challenge than the predecessor of 128, making the endurance boss a fun ride. It’s a refreshing take after so much freaking needle. It’s more memorable for better reasons than the final boss of 128 and is perfectly readable: no unfair shenanigans to blind you temporarily after a long attempt. It’s you and your reflexes vs. the boss. Classic theme also.
Concerning the difficulty, in average, I found this as difficult as RZ. It’s unreasonably hard. I had a very similar amount of deaths in both games, but there are two effects I think cancel each other out numerically: I did RZ more than a year ago, with less skill than today, but there is no luck boss. On the contrary, this boss is the total opposite: it’s even kind of trivial for some reason (maybe because the main purpose of the game is still to be trigger needle).
Thanks for making.
Rating: 4.5 45
Difficulty: 86 86
Nov 7, 2023