Catch the Pickle

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The arena fights back: hazards in every world

Chilli Canyon now has lava. It starts at the bottom of the screen and it rises, and anyone it touches turns into a ghost. The round goes on without them.

It is not only the canyon. Every world after the first has a danger of its own, and in the campaign each level turns it up a notch:

  • The Cucumber Garden: wind gusts carry whoever is in them sideways.
  • The Pickle Factory: crushers slam down on the belts and presses.
  • The Deep Freeze: the floor is slippery ice, and icicles fall from the ceiling.
  • Chilli Canyon: rising lava, plus vents that fire jets of it.
  • The Brine Jar: rising brine, and slow crushers on the shelves.

Sakura Rooftops has none, so the first world is still the place to learn the game.

Every danger gives a warning before it hits: the crushers flash a striped warning, the icicles shake, and a banner tells you the lava is rising. The bots watch out for them too, but the weaker ones are slower to react, so the hazards catch out the bots and the players who are not paying attention first.

In practice, local party and online rooms the hazards are always on, at full strength. The campaign starts them gentle and builds up.