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Okay! Let's get our feet wet and our hands dirty as we dig into this thing, shall we? For starters, this is one of the few games on the platform to go all-in on those super-creepy little simulacra known as "Avatars"... I'm still not sure where the exact line is between Miis and Avatars where the uncanny valley gets breached and things get extremely creepy... but at least they're not as unsettling as the PlayStation Home avatars... at any rate, I'll be making the most of a decidedly creepy situation and playing dress-up with my dollies! ...er, not... uh... yeah... so what?! (...I think somehow Little Jo got the extreme wrong idea about what one should wear in the tropical rain forest...) --- 1. Jungle Gym Antics Whereas the original Crash Course had very artificial-looking scaffolds and other obstacles hanging out in a void for the sake of platforming high jinks, Crash Course 2 seems to have cashed in all its chips on making the area backdrops into exotic locations and the backgrounds themselves crammed full of busy and zany details. Try not to get distracted while running the course! As you can see, your performance is graded based on how well you do compared to three preset opponents, a non-random challenge task to be performed during the race, and whatever gold stars you can scrounge up along the way. --- 2. Hit the Rope, Jack You probably noticed that each stage begins with a moderately-paced overview of what sort of obstacle course we can look forward to. But wait, there's a lot of open air and even tantalizing little stars hanging out where we can't reach them! As it happens, there's a set of immaterial "ghost" platforms that won't even show up unless we shell out MORE stars to unlock them as well. The first stage was an outlier that would confuse me later on into thinking there was some means of opening the Split Path on every course without paying for it... you can't, that's the only one they give you for finishing the stage. It's worth mentioning that since all three of your opponents' courses are pre-recorded runs, the more advanced players with better times may be making them with the aid of these otherwise unavailable stage elements. --- 3. Heavy Hammer Hop As with the original Crash Course, there's a variety of stage implements placed for the sole purpose of hindering your progress (occasionally also there to aid you, but you may have to utilize them skillfully to avoid wiping out instead), like hammers, ropes, trampolines, treadmills... and plenty more they're just saving for later. Unlike in the original Crash Course, unless the obstacle is one that sends you directly below the course and into the water or knocks you off the plane where the action takes place, you'll probably survive without any long-term damage to your little doppelgänger. In the first game, basically the only thing that wasn't out to send you straight back to your last checkpoint were water balloons... although they too seemed to be set up in such a way as to either keep you stunlocked in a particular part of the course for as long as possible OR to knock you directly off the platforms anyway. --- 4. Trap-oline Trials Yes, beware... all manner of groanful stage names are in store for us in this game. Y'know, because not TOO much has changed since the first game. If you feel like I'm running totally roughshod over these stages with very little care or grace... you're right! I decided to jump right in more or less the day before the game was shut down and my first order of business was to just run through and grab the course by the horns. Don't worry! (Worry?) As it happens, I've got some attention to spare as I re-run for greater accuracy and fulfillment of objectives, in case you were worried this would be a fast-and-loose tackling of a soon-to-be gone (but not forgotten, not if I have anything to say about it!) "free" to play game. --- 5. Hammering Headway If you've been paying attention to both my brief videos on the subject of Crash Course and Crash Course 2, you might have picked up on some not-so slight differences between the two in their game mechanics. All the basics are still present, you move along a 2D plane in a 3D-rendered environment... the goal is to move from checkpoint to checkpoint as quickly as possible by running, sliding, and jumping to navigate the platforms as quickly (but safely!) as possible. Now, we've got two more actions changing things up in a big way: grabbing ledges (previously, a near-miss jump would just send you falling anyway) and running up walls. This also leads to such advanced combinations of moves as running up a wall to grab the ledge at the top and jumping from a wall run. As such, many stages have been designed to heavily use these features ...or they can set an additional objective (albeit with no bearing on the rest of the race) for you to fail by using such things, like we see here.