Рет қаралды 6,311
Remember when I said that level completion would definitely attempt to tax the total potential of your allocated vehicular manpower to the fullest extent? Case in point... the J-Bomb... is... well, all but all-powerful in Blast Corps. It can go almost anywhere and destroy almost anything, so the only times it will find itself limited is when there's a rare path it can't take (usually because of size constraints) or because it is actually PREVENTED from launching its signature attack for whatever reason, although quite few and far between are these situations.
However, there's a terrible price to be paid for this freedom... suddenly they can place buildings, RDUs, Communication Points and other good stuff WAY off the beaten path. Like, as in places where there's no path... and because of the game's perspective, you can't always see where you're going, so you're really rather just going places because you can and hoping for the best results. But we'll talk about this more later.
As was the original case with this stage... the Skyfall is basically useless here... no good jumping locations that have anything to do with any standing structure. Heck, it's not even very good at offroad, although it's not completely pathetic at it either... however, since the roadways aren't to remain clear for the carrier's sake any longer, the first step is to find a more useful ride. For most of the time, this is definitely going to be the J-Bomb, so no real surprises there.
That said, there are some caveats... first of all, there's a ship docked here not even particularly well-hidden by the local suspension bridge. Curiously, the J-Bomb absolutely cannot touch the boat, because the J-Bomb (usually) fires automatic puffs of its jetpack to keep it precisely just off the water's surface and its stomp attack is (usually) completely deactivated while it happens to be over water. More in terms of a long-term consideration, some RDUs will actually require you GIVE UP your J-Bomb privileges, so be very careful about that. (Well, that's technically a lie, but I'll explain why later... but the intention in the area design remains effectively intact.)
So then let's just take a little survey of the ways the stage tries to trip us up... a cargo ship, small (and surprisingly cheap) lights atop the suspension bridge towers, a Communication Point atop a cliff that's just outside the normal thrust capacity, small islands with a Communication Point and a lighthouse along with a smattering of RDUs, absolutely bizarre floating mirror-surfaced spheres in open water, another mirrored sphere hiding UNDER the bridge, and a totally strange... uh... "room" and connecting tunnels in transparent underwater construction.
That last one is a bit of a trick in that the barriers between rooms are effectively one-way, because you can't thrust your way back up the shaft to enter it, you can't walk the J-Bomb back out of the room with the muscle car, and you can't drive through the exit in the apparently solid stone wall used to exit. You can actually activate the underwater tunnel's RDUs by coasting the J-Bomb along the surface of the water nearest them, though.
...basically, my warning is that Blast Corps had really only begun to fight back with bizarre stage design elements that naturally wouldn't come up in normal carrier path-clearing stages and the J-Bomb's nearly infinite power and freedom... will be absolutely necessary now and again... and some stages will make you work really hard to get it in the first place, but we'll have the chance to see that later.