Pac-Man World Re-Pac 100% No Damage/Flutter Jump/Pac Dot Attack - 5-1: Perilous Pipes
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)
Here's something that had 16 recording attempts fall to failure, with the added bonus of being not as short as King Galaxian. And undoubtedly, the next stage will be even more problematic.
Sparkers, which are in every Factory Area level, including the boss level, are an unending nightmare to deal with when you can't just snipe them off with the Pac-Dot Attack as many players prefer to do. They make sure you're thinking about which attack to hit them with, or else you're getting hit by their electrical thing. That is a good thing, but because of how they can switch the direction their heads tilt with warning to as much being subtle, as well as the electrical beam's hitbox reaching high up enough that it's preferred to hit them in the back of their heads when Butt Bouncing, suffice to say that they're the most dangerous mook type in the game.
Just to drive home why the Funhouse Area is recommended to be done first, the very start of this level has a Sparker right near where you spawn to start chasing you without too much difficulty. And in case this stuff already doesn't convince you, we end up seeing Sparkers in some cheeky positions. It's to the point where I'm far less concerned about the Magna-Movers in their own sophisticated involvement, or to a lesser extent the heated pipes, which by the way have a section in the end where while going for the N you have to watch your swimming controls because of how easy it is to sink by accident into heated pipes that somehow stay heated in cool water.
The good news is that the Sparkers do have some key blind spots. First off, the transition in the head tilting is signified by the Sparker suddenly stopping their walking. Although it doesn't last long, it can give enough of a warning to avoid Butt Bouncing right into a suddenly pointing up electrical beam in case Butt Bouncing is your preferred method to take out the Sparkers, probably for some score speedrun. Rev Rollers do still have to watch out because the Sparker can be very brief about having their electrical beam pointing up and they can turn shockingly quickly just in case they're not already facing you and they won't aim up when they end up chasing you, but the Sparker by all indications has the forward aiming as their default and won't try to chase you when they aim up, so this can be useful for catching them directly. What particularly helps is that Sparkers just move around a circular patrol path by default without too much range for chasing, so you can actually wait for them to be moving away from you and snipe them off with a Rev Roll to their back that way, because they can't guard against that no matter which way their head is tilted. I end up preferring this method to cut down on trouble, though of course, topography won't always allow this option.
Oh, and the Bonus Stage for the Factory Area levels has active threat of being damaged by heat panels and crashing down Magna-Movers, while being on a decently strict timer. That will be fun to worry about with every Factory Area level.
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