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  • Annoying Video Game Helper: Evan, the dragonfly assistant, will pick you up and return you if you are launched off the stage. However, sometimes he shows up when you attempt a very long jump, which can get extremely irritating.
  • Genius Bonus: The tower names take from an incredible variety of sources as references, though most have little to nothing to do with the towers themselves. Names include "Schadenfreude,"note  "Boxer Rebellion,"note  "Caveat Emptor,"note  , "Anaphase,"note , "Bippy"note , and "Solar Lodge"note  though these names are also mixed in with seemingly random, nonsensical names like "Giraffe Pie," "Shoe Filter," and "Bug Trousers."
  • That One Level:
    • World 2 Tower 2: Lebanese is an early-game tower that has otherwise unremarkable difficulty, except for a pair of moving platforms that spend exactly one frame at a point close enough to each other to be reached with a grapple at your jump's highest point. Otherwise, you're best off using a drop swing, an advanced technique that's technically not required until World 7. The AI notably gets stuck on this part too, making it more of a frustrating point than anything, though if one of them actually manages to proceed onward before you do, they'll likely get an insurmountable lead.
    • World 5 Tower 3: Spy D. Crinkle begins with a very long climb up a wall of small platforms, some of which are moving and can only be grappled up when they reach their lowest point. In addition, the platforms required to move up are mostly to the left, at one point reduced to one single moving platform on the furthest left, and you, as Player 1, begin furthest on the right. On Hard difficulty, the AI will have absolutely no trouble climbing this wall, they can clear this part of the tower in a shorter distance than you, and they can reach some of those moving platforms at their lowest points before you can, forcing you to wait until the platforms move back down and lengthening the gap between you and the AI.
    • World 7 Tower 7: The Propellor Stack has its entire middle portion as a series of propeller-shaped platforms spinning around. They all spin around the same axis, but some of those platforms have armored centers, meaning you can't just grapple up and must wait for the blades to line up. Due to the layout of these platforms and the way they spin, this area is subject to immense Camera Screw making it hard to see where you're going or aim your grappling, and falling off any platform will land you on an earlier one, forfeiting you any lead you had. Meanwhile, the AI characters have no problems with cameras or aiming and can grapple up these platforms like they've done so their whole lives. The only viable strategy is to get the Invincible powerup so you can grapple through the armored spots and either overtake them or gain a massive lead as insurance for when they will catch up later.
    • World 9 Tower 8: Tropical Freeze is made entirely out of icy platforms instead of normal ones. That alone doesn't make it disproportionately hard, however, as towers dominated by icy platforms are present as early as World 3. What puts this one over the edge, even in its late-game placement, is a long series of single-unit icy platforms once you're about 75% up the tower, each of which move along complex paths. Some of them take upwards of 45 seconds to meet up with each other close enough to be grappled up, during with the AI racers will likely be clustered with you on these platforms that can't fit more than two characters at once. If they aren't attacking you, they're unintentionally shoving you off that platform and making you climb back up.

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