Aiai blows up the robots by flying around. Somehow. But Dr. Bad-Boon has backup after backup, and he's off to the next location!
Dr. Bad-Boon knows he can't win in Aiai's own world...so he temporarily borrows the world of Space Channel 5, boarding a rocket into space! Well, not really, but that rocket sure fits the Space Channel 5 aesthetic. I'd bet whoever designed that rocket also worked on Space Channel 5.
Of course, leaving the atmosphere is not going to drive Aiai off Dr. Bad-Boon's back. Chasing him to the ends of the earth is child's play--this simian can chase Dr. Bad-Boon well beyond those boundaries!
World 9's stages may have the same average as World 8, but they are a markedly crazier bunch. I'm sure Serial Jump's mere appearance would drive fear into all who first see it:
9-1 Serial Jump (Difficulty: 10)
9-2 Cross Floors (10)
9-3 Spinning Saw (8)
9-4 Chipped Pipes (9)
9-5 Flat Maze (10)
9-6 Guillotine (7)
9-7 Cork Screw (8)
9-8 Orbiters (8)
9-9 Twin Basin (6)
9-10 Air Hockey (10)
Average: 8.6
This time, I remembered the game has a Practice Mode and tried the stages on there before I attempted these. Good thing too--like all proper games, this has a difficulty curve, and the curve here is exponential, meaning however many times harder World 8's stages were than World 7's, these stages are that many steps above World 8's. I had so much trouble with Serial Jump until I got the hang of it; it seems I received quite a large hang, because I pulled off the regular goal in one try.
You'll also notice that I attempted the Green Goal in Chipped Pipes. When I first played this game, I had extreme trouble with Chipped Pipes, but something clicked, and now I can do it very well. If you'll notice, the path to the green goal is not only narrower, but the platform with the green goal is higher up than the blue goal--that means you need to roll a bit faster to reach it.
Cork Screw is Coaster's evil twin. Remember Coaster? Back in World 2? It looks a lot safer because the only holes are along a single row on the side, but don't let it fool you--the turns here are tighter, meaning the centrifugal force will more than likely fling Aiai through those holes! There are even eviler twins out there (namely Helix), but that's outside of the story mode.
Orbiters is one of those stages that I had unusual trouble with...I rarely ever fail on Orbiters, but it happened repeatedly this time. I must've been off my rhythm for those moments.
Finally, with Air Hockey, that may look like you just charge straight forward, but it's not true. No, I actually remembered something: If you hold forward right AFTER you get control of Aiai, the goal will come directly to him. Sometime around 59.80 or so.
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