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Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
Doritos Crash Course
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The big monkey farted on the dinosaur and it dieded :O

However in all serious this game is quite fun when playing against someone on the same TV but the controls are a bit ehh, especially for special moves. However you know what doesn't have eh controls and is even more fun to play with someone on the same TV? THAT'S GOD DAMN RIGHT DORITOS CRASH COURSE FOR THE XBOX 360.

Doritos Crash Course is a 2010 Xbox 360 released game developed by Wanako Games, the games pricing was and still remains free to this day (what an absolute steal). It was released as part of the "Unlock Xbox" competition that was sponsored by Doritos. The concept of the game was designed by North Carolina resident Jill Robertson and is heavily inspired from Japanese game shows such as Sasuke and Takeshi's Castle.

The gameplay is quite simple, as before mentioned the game is heavily inspired by Japanese game shows and its gameplay is exactly as you would expect. It takes your custom made Xbox 360 avatar and chucks them into a variety of obstacle courses and tasks you with maneuvering your way through them.

The level design themselves is quite interesting, it takes a night setting with glittering lights and the backdrop of cheering and hollering crowds, and will have various landmarks depending on the chosen locations. For example;
the USA levels feature the statue of Liberty in the background and the floor design is a blue and red colour scheme with white stars on the red. The Japanese levels feature a Red and Gold colour scheme, with the background taking the appearance of a modern Tokyo city electric billboard ridden city. Finally (Not including DLC) the Europe levels have a blue and yellow colour scheme mirroring the European flag, and the backdrop features various castles and famous European landmarks such as the Eifell Tower of Paris, France.

Obstacle design is not extremely diverse however the utilization, unique placement, and slight deviations in certain attributes of them create a fresh and satisfying run for every level.
Obstacles include:
- Swinging hammers: These nasty tool inspire traps will make swift work of any player who dares cross them. These hammer will knock the aspiring player into the dark unknown waters that reside beneath the treacherous obstacle course. This obstacle can be avoided by jumping over it, quite a simple concept however much more difficult to successfully execute on the fly as you attempt to speed through the courses. The hammers swing with a pendulum-like motion so you can also time your movement and you will easily be able to speed by them.

- Crushers: The crusher is one of the most common obstacles/traps you will see, it is a simple weighted piston that is positioned on top of the path the player seeks to take and will crush you swiftly and painfully!
The only way to get past these evil contraptions is to time yourself and move just after the piston retracts back from crushing.

Conveyor belts: The conveyor belts are by far the most common obstacle. It's a simple revolving belt that will either push you backwards or propel you forwards, generally to your impending doom.
This obstacle can be avoided by sprinting and jumping in the direction you want to travel. Easy peasy right? However, the conveyor belts are not the primary threat they are used in conjunction with the other traps such as the previously mentioned hammers and crushers and three more obstacles which will be mentioned below...

Paintballs: by far the most annoying obstacle you will encounter, being hit by one of these propelled balls of paint will stun your character making you unable to move and knocking you back a few steps. Getting hit by one of these under a crusher, in front of a hammer or on a conveyor belt will most likely result in a swift reset to the last checkpoint.
The only way to get around these things is to jump or duck underneath them when you can!

Ropes: these are used to traverse large gaps or to climb up them to jump to higher platforms. The player can grab onto these ropes by jumping at them and by moving in the correct directions and with the momentum of the rope can make large jumps a sinch to jump over by correctly timing an exit jump off of the rope! However, if you are hit by a paintball when climbing a rope you will let go and plummet into the water below resetting you to your last checkpoint and taking a good chunk of your time!

Fans: Fans send the player into the air, use these to reach higher platforms or in the case the fan is on a moving platform, to track the fan in the air to cross large gaps.

Giant swinging hammers: These are much larger variations of the first mentioned swinging hammer, these work the same way except they can be slid underneath and can be much easier to traverse past due to this weakness.
This is the majority of the obstacles in the game, now lets talk about some of the movement.

Movement in Doritos Crash Course is relatively simple, you can jog, run, jump, crouch and slide.
By moving the left analogue stick by itself the player initiates into a reasonably passed jog, however by applying pressure to either of the triggers on the back of the controller the player can allow their avatar to go into an all out sprint! However you can only sprint for a short period before your character loses balance and falls over, this will make you lose time. Jumping whilst jogging will grant the player a moderately sized jump allowing you to cross a few gaps, however the majority of jumps will be made whilst sprinting.
Sprinting and jumping allows you to jump much larger gaps and at a faster speed then regular jog jumping.

Tilting the left analogue stick down will make the player crouch whilst not moving.
Upon finding a slope the player can slide down it by crouching on it, you will achieve great speeds and if the slope turns into a ramp at the end you can jump as you slide up the ramp and jump huge gaps.

If the player fails a certain part of the obstacle course the game offers a 'chicken out' option in order to skip it. This revokes the player's rights to a time or in multiplayer a placing, however offers an easy way out of annoying situations for players just looking to have fun and relax.

The game initially comes with three countries serving as difficulties, with USA being the easiest, Japan being the medium difficulty and Europe being the most difficult.
Each country comes with five levels and each level is extremely memorable and different from the last.

Elden Ring is an amazing game, it has drop-dead gorgeous visuals, unique enemies and weapons, and an interesting story.

What stops Elden Ring from being a 5/5 masterpiece is a few issues which aren't too bad. They might seem like bad issues but in comparison to the quality of the rest of the game mean nothing.
Here are my main gripes:
- The servers have been an issue since launch, even now you will still randomly lose connection to the host mid summon/invasion.
- Boss and unique enemy copy pasting. Early on you will find a cool new boss or enemy and think "Neat, what a cool fight that was, can't wait to see what the next one will be"
then BOOM same enemy 50 times in different dungeons. AWESOME I 'LOOOOOVE' ERDTREE BURIAL STATUES GIVE ME MORE PLEASE DEAR GOD I NEED MORE.
- Artificial difficulty. A more serious issue is that mid game there is a dramatic spike in difficulty purely because enemies now will one shot you if you have sub 40 vigor.

Unlike Dark Souls 3 which had what I would say has a near perfect linear difficulty scaling throughout the game and of course nothing could ever come close to the perfect difficulty scaling of the mastapiece Doritos Crash Course;

Doritos Crash Course is a 2010 Xbox 360 released game developed by Wanako Games, the games pricing was and still remains free to this day (what an absolute steal). It was released as part of the "Unlock Xbox" competition that was sponsored by Doritos. The concept of the game was designed by North Carolina resident Jill Robertson and is heavily inspired from Japanese game shows such as Sasuke and Takeshi's Castle.

The gameplay is quite simple, as before mentioned the game is heavily inspired by Japanese game shows and its gameplay is exactly as you would expect. It takes your custom made Xbox 360 avatar and chucks them into a variety of obstacle courses and tasks you with maneuvering your way through them.

The level design themselves is quite interesting, it takes a night setting with glittering lights and the backdrop of cheering and hollering crowds, and will have various landmarks depending on the chosen locations. For example;
the USA levels feature the statue of Liberty in the background and the floor design is a blue and red colour scheme with white stars on the red. The Japanese levels feature a Red and Gold colour scheme, with the background taking the appearance of a modern Tokyo city electric billboard ridden city. Finally (Not including DLC) the Europe levels have a blue and yellow colour scheme mirroring the European flag, and the backdrop features various castles and famous European landmarks such as the Eifell Tower of Paris, France.

Obstacle design is not extremely diverse however the utilization, unique placement, and slight deviations in certain attributes of them create a fresh and satisfying run for every level.
Obstacles include:
- Swinging hammers: These nasty tool inspire traps will make swift work of any player who dares cross them. These hammer will knock the aspiring player into the dark unknown waters that reside beneath the treacherous obstacle course. This obstacle can be avoided by jumping over it, quite a simple concept however much more difficult to successfully execute on the fly as you attempt to speed through the courses. The hammers swing with a pendulum-like motion so you can also time your movement and you will easily be able to speed by them.

- Crushers: The crusher is one of the most common obstacles/traps you will see, it is a simple weighted piston that is positioned on top of the path the player seeks to take and will crush you swiftly and painfully!
The only way to get past these evil contraptions is to time yourself and move just after the piston retracts back from crushing.

Conveyor belts: The conveyor belts are by far the most common obstacle. It's a simple revolving belt that will either push you backwards or propel you forwards, generally to your impending doom.
This obstacle can be avoided by sprinting and jumping in the direction you want to travel. Easy peasy right? However, the conveyor belts are not the primary threat they are used in conjunction with the other traps such as the previously mentioned hammers and crushers and three more obstacles which will be mentioned below...

Paintballs: by far the most annoying obstacle you will encounter, being hit by one of these propelled balls of paint will stun your character making you unable to move and knocking you back a few steps. Getting hit by one of these under a crusher, in front of a hammer or on a conveyor belt will most likely result in a swift reset to the last checkpoint.
The only way to get around these things is to jump or duck underneath them when you can!

Ropes: these are used to traverse large gaps or to climb up them to jump to higher platforms. The player can grab onto these ropes by jumping at them and by moving in the correct directions and with the momentum of the rope can make large jumps a sinch to jump over by correctly timing an exit jump off of the rope! However, if you are hit by a paintball when climbing a rope you will let go and plummet into the water below resetting you to your last checkpoint and taking a good chunk of your time!

Fans: Fans send the player into the air, use these to reach higher platforms or in the case the fan is on a moving platform, to track the fan in the air to cross large gaps.

Giant swinging hammers: These are much larger variations of the first mentioned swinging hammer, these work the same way except they can be slid underneath and can be much easier to traverse past due to this weakness.
This is the majority of the obstacles in the game, now lets talk about some of the movement.

Movement in Doritos Crash Course is relatively simple, you can jog, run, jump, crouch and slide.
By moving the left analogue stick by itself the player initiates into a reasonably passed jog, however by applying pressure to either of the triggers on the back of the controller the player can allow their avatar to go into an all out sprint! However you can only sprint for a short period before your character loses balance and falls over, this will make you lose time. Jumping whilst jogging will grant the player a moderately sized jump allowing you to cross a few gaps, however the majority of jumps will be made whilst sprinting.
Sprinting and jumping allows you to jump much larger gaps and at a faster speed then regular jog jumping.

Tilting the left analogue stick down will make the player crouch whilst not moving.
Upon finding a slope the player can slide down it by crouching on it, you will achieve great speeds and if the slope turns into a ramp at the end you can jump as you slide up the ramp and jump huge gaps.

If the player fails a certain part of the obstacle course the game offers a 'chicken out' option in order to skip it. This revokes the player's rights to a time or in multiplayer a placing, however offers an easy way out of annoying situations for players just looking to have fun and relax.

The game initially comes with three countries serving as difficulties, with USA being the easiest, Japan being the medium difficulty and Europe being the most difficult.
Each country comes with five levels and each level is extremely memorable and different from the last.

Despite all these issues the quality of gameplay, combat and the new viability of magic in a Souls game is phenomenal and this is an extremely fun game to play with friends or by yourself if you are looking for a good challenge or good experience with friends.

Let me tell you a little something that will help you in the long run.

Doritos Crash Course is a 2010 Xbox 360 released game developed by Wanako Games, the games pricing was and still remains free to this day (what an absolute steal). It was released as part of the "Unlock Xbox" competition that was sponsored by Doritos. The concept of the game was designed by North Carolina resident Jill Robertson and is heavily inspired from Japanese game shows such as Sasuke and Takeshi's Castle.

The gameplay is quite simple, as before mentioned the game is heavily inspired by Japanese game shows and its gameplay is exactly as you would expect. It takes your custom made Xbox 360 avatar and chucks them into a variety of obstacle courses and tasks you with maneuvering your way through them.

The level design themselves is quite interesting, it takes a night setting with glittering lights and the backdrop of cheering and hollering crowds, and will have various landmarks depending on the chosen locations. For example;
the USA levels feature the statue of Liberty in the background and the floor design is a blue and red colour scheme with white stars on the red. The Japanese levels feature a Red and Gold colour scheme, with the background taking the appearance of a modern Tokyo city electric billboard ridden city. Finally (Not including DLC) the Europe levels have a blue and yellow colour scheme mirroring the European flag, and the backdrop features various castles and famous European landmarks such as the Eifell Tower of Paris, France.

Obstacle design is not extremely diverse however the utilization, unique placement, and slight deviations in certain attributes of them create a fresh and satisfying run for every level.
Obstacles include:
- Swinging hammers: These nasty tool inspire traps will make swift work of any player who dares cross them. These hammer will knock the aspiring player into the dark unknown waters that reside beneath the treacherous obstacle course. This obstacle can be avoided by jumping over it, quite a simple concept however much more difficult to successfully execute on the fly as you attempt to speed through the courses. The hammers swing with a pendulum-like motion so you can also time your movement and you will easily be able to speed by them.

- Crushers: The crusher is one of the most common obstacles/traps you will see, it is a simple weighted piston that is positioned on top of the path the player seeks to take and will crush you swiftly and painfully!
The only way to get past these evil contraptions is to time yourself and move just after the piston retracts back from crushing.

Conveyor belts: The conveyor belts are by far the most common obstacle. It's a simple revolving belt that will either push you backwards or propel you forwards, generally to your impending doom.
This obstacle can be avoided by sprinting and jumping in the direction you want to travel. Easy peasy right? However, the conveyor belts are not the primary threat they are used in conjunction with the other traps such as the previously mentioned hammers and crushers and three more obstacles which will be mentioned below...

Paintballs: by far the most annoying obstacle you will encounter, being hit by one of these propelled balls of paint will stun your character making you unable to move and knocking you back a few steps. Getting hit by one of these under a crusher, in front of a hammer or on a conveyor belt will most likely result in a swift reset to the last checkpoint.
The only way to get around these things is to jump or duck underneath them when you can!

Ropes: these are used to traverse large gaps or to climb up them to jump to higher platforms. The player can grab onto these ropes by jumping at them and by moving in the correct directions and with the momentum of the rope can make large jumps a sinch to jump over by correctly timing an exit jump off of the rope! However, if you are hit by a paintball when climbing a rope you will let go and plummet into the water below resetting you to your last checkpoint and taking a good chunk of your time!

Fans: Fans send the player into the air, use these to reach higher platforms or in the case the fan is on a moving platform, to track the fan in the air to cross large gaps.

Giant swinging hammers: These are much larger variations of the first mentioned swinging hammer, these work the same way except they can be slid underneath and can be much easier to traverse past due to this weakness.
This is the majority of the obstacles in the game, now lets talk about some of the movement.

Movement in Doritos Crash Course is relatively simple, you can jog, run, jump, crouch and slide.
By moving the left analogue stick by itself the player initiates into a reasonably passed jog, however by applying pressure to either of the triggers on the back of the controller the player can allow their avatar to go into an all out sprint! However you can only sprint for a short period before your character loses balance and falls over, this will make you lose time. Jumping whilst jogging will grant the player a moderately sized jump allowing you to cross a few gaps, however the majority of jumps will be made whilst sprinting.
Sprinting and jumping allows you to jump much larger gaps and at a faster speed then regular jog jumping.

Tilting the left analogue stick down will make the player crouch whilst not moving.
Upon finding a slope the player can slide down it by crouching on it, you will achieve great speeds and if the slope turns into a ramp at the end you can jump as you slide up the ramp and jump huge gaps.

If the player fails a certain part of the obstacle course the game offers a 'chicken out' option in order to skip it. This revokes the player's rights to a time or in multiplayer a placing, however offers an easy way out of annoying situations for players just looking to have fun and relax.

The game initially comes with three countries serving as difficulties, with USA being the easiest, Japan being the medium difficulty and Europe being the most difficult.
Each country comes with five levels and each level is extremely memorable and different from the last.

And this is why TF2 is 3 and half stars.