J'imagine que Pirez a voulu dire que le jeu est sans pitié. Intraîtable... en un mot, punitif. Impitoyable. Je dois lui donner raison, maintenant que je l'ai vu à l'oeuvre. Mais je ne suis pas sûr que ça me déplaise. Si je compare les deux sessions de jeu de Pirez dans SchoolRush, il s'est indubitablement amélioré de l'une a l'autre. Il a augmenté sa maîtrise du jeu et je pense que c'est ce qui rend intéressant ce genre de jeu.
From his video, Pirez describe School Rush as an unforgiving game (in 'normal' difficulty). And now that I see him failing about 256 pixels away from the level's goal, I cannot really dodge the argument anymore. At some point in the level, there start being "deep ink pits" where dropping a single toe means eventual death. Maybe it would be something to absolutely fix in a non-retro game. I can understand that in such circumstance, player may not feel like re-playing the first half of the level to get a second chance... and yet I cannot help remembering that for Commander Keen, every single contact with any ennemy meant instant death.
- first failure after 1:20 in level 1 could have been avoided if Bilou automatically dropped the blador to ride the inkjet.
- at the 3rd try, Pirez properly stun one inkjet to ease the challenge, but yet falls in the ink. Yet, he manages to jump back into the inkjet (mostly out of luck, I admit). By then, he reaches that point of the game within 50 seconds. He gets hit a bit later by the last inkdrop of the level, but hopefully, he is pushed back to a safe platform. He'll be less lucky in the second run of the game.