Mar 10, 2025 at 7:57 PM
Join Date: Sep 22, 2012
Location: Hell
Posts: 624
Pronouns: She/It
I've been mulling over a few of the jumps that I used to find hard as a kid and what jumps stood out the most over time as I aged and got better as a gamer and from my experiences modding the game. I'm really curious to see what platforming set-pieces / segments stood out to people the most. People love to talk about iconic parts of the game but the structure of the island really aged wonderfully.
What area was it? What equipment did you have access to during it? How did that equipment matter?
I feel like a lot of those things matter a bit more in the context of the overall experience each segment offered, the game wasn't designed with that many levels but the nature of the editing software and room loading system allowed Pixel to iterate a lot on each moment of the game to make it more fitting of the roller-coaster of a game that it is, each area of the game has a pretty distinctively different feel to it even in spite of the heavy mechanical reuse, and it made traversal have a vastly different impact in different ways in different parts of the game.
What's your favorite?
I'll start with one that's probably a bit uninspired considering it's so important to one of the game's sidequests:
I know while as much as I like the hidden last cave, labyrinth, and hell for their unforgiving nature, I really found the jump to get to the little household was a really good set piece, the challenge to get there involves the tightest corridors the player can navigate, and is designed with use of the booster 0.8 and 2.0. Attempting this jump with the 2.0 is arguably harder because of the game's control scheme making it hard to switch between the type of momentum the 0.8 offers using the 2.0, As the Booster 2.0 requires you to let go of all directional inputs before you do the secondary jump input to activate the ability to air-strafe while moving upwards with it equipped.
If you hold left when falling into the hole in the corridor with the booster 2.0 equipped you'll start accelerating to the left and generally the lip at the bottom is NOT enough to save you by the time you realize what's going on, and good luck getting back up if you DO make it.

It's signaled by an innocuous, little corridor that doesn't stand out at all during a normal run of the game because of the color of the clouds making the tiles blend in. The player would generally be caught up in the emotional whiplash the early sections of the game's third act brings in and would want to get on with the main story most of the time rather than exploring, taking good advantage of the player's emotional state to sorta guide them to exactly where the level's expecting the player to go as opposed to this Little House (laugh track)
But it's one of many examples of how the game opens up significantly in the later sections by making the optional tasks a lot more obscured, forcing you to interact with more of the game's mechanics.
What area was it? What equipment did you have access to during it? How did that equipment matter?
I feel like a lot of those things matter a bit more in the context of the overall experience each segment offered, the game wasn't designed with that many levels but the nature of the editing software and room loading system allowed Pixel to iterate a lot on each moment of the game to make it more fitting of the roller-coaster of a game that it is, each area of the game has a pretty distinctively different feel to it even in spite of the heavy mechanical reuse, and it made traversal have a vastly different impact in different ways in different parts of the game.
What's your favorite?
I'll start with one that's probably a bit uninspired considering it's so important to one of the game's sidequests:
I know while as much as I like the hidden last cave, labyrinth, and hell for their unforgiving nature, I really found the jump to get to the little household was a really good set piece, the challenge to get there involves the tightest corridors the player can navigate, and is designed with use of the booster 0.8 and 2.0. Attempting this jump with the 2.0 is arguably harder because of the game's control scheme making it hard to switch between the type of momentum the 0.8 offers using the 2.0, As the Booster 2.0 requires you to let go of all directional inputs before you do the secondary jump input to activate the ability to air-strafe while moving upwards with it equipped.
If you hold left when falling into the hole in the corridor with the booster 2.0 equipped you'll start accelerating to the left and generally the lip at the bottom is NOT enough to save you by the time you realize what's going on, and good luck getting back up if you DO make it.

It's signaled by an innocuous, little corridor that doesn't stand out at all during a normal run of the game because of the color of the clouds making the tiles blend in. The player would generally be caught up in the emotional whiplash the early sections of the game's third act brings in and would want to get on with the main story most of the time rather than exploring, taking good advantage of the player's emotional state to sorta guide them to exactly where the level's expecting the player to go as opposed to this Little House (laugh track)
But it's one of many examples of how the game opens up significantly in the later sections by making the optional tasks a lot more obscured, forcing you to interact with more of the game's mechanics.