Sentences with phrase «more tricky moves»

Not exact matches

Soft fruit like tomatoes can be more tricky for kids to chop than some of the harder fruit so we helped T first off showing her to start with the point of the knife into the tomato and then move it down chopping the tomato.
All of us want our waists back, but making that happen is tricky — and it's more than just a vanity move.
A.J. Maciejewski (crazyaejay): Super Meat Boy's stages are longer and therefore require more endurance but I found Fenix Furia's stages to be much trickier with the rapidly moving blobs overhead and alligator - type homing enemies.
The move from child star to adult actor — and from TV to film — is notoriously tricky, which makes JGL's deft career transition in every area all the more impressive.
The game starts out pretty breezy but quickly puts on the pressure with homing enemies, frightfully narrow platforms, tall waves of lava, and more than one tricky clockwork of moving ledges and hazards that demand expert timing.
But this high - concept book's ambition isn't limited to its visual narrative mode and transmedia accessorizing, as the story itself moves from a teen love affair (and with condom wrappers, nude sketches, and more implied sexuality, it is definitely an affair) into something much deeper — and far trickier.
That said, delaying the vortex after activating Psywave will allow Shadow Mewtwo to move much sooner than a blocking opponent, which should afford more opportunities for mix - ups and other tricky situations.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
Instead of having simple platforms everywhere you can just jump to and move onto the next room from there, many of the game's environments have tricky platforming areas surrounded by deadly spikes, flames, pits, and more that require some resourcefulness to platform around and get past.
The game starts out pretty breezy but quickly puts on the pressure with homing enemies, frightfully narrow platforms, tall waves of lava, and more than one tricky clockwork of moving ledges and hazards that demand expert timing.
The levels will throw moving spikes, tight areas, and tighter time limits at you to make it more challenging, both in completing the game speedy enough to get a good rating, and in the precise timing required for some of the game's trickier maneouvres.
A number of bonus areas, in which Mario is thrown into more cramped platforming gauntlets, are particularly hindered by the camerawork, as it can be difficult to get the camera in the right angle while simultaneously trying to make sure Mario doesn't fall to his doom on a tricky, moving platform.
But what you're really here for is the bright visual style, responsive controls, and satisfying gameplay that rewards tricky moves while still allowing more casual players the ability to move on by playing it safe.
Both stick skills get more attention and add some fancy new moves that will help players get goalies off of their feet or even get tricky and flip the puck.
Rather than using the gameplay to make music, like a true rhythm game, all of these moves are made in time with the music, making it easier to get a feel for certain patterns during the more frustrating parts, though the timing may still be a little tricky.
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