![]() After every level, you get a new skateboard, the first of which introduces the ability to jump on enemies. You don’t get an attack at all in the first level and have to just avoid the enemies. So, by time you get to this area, you’re already over having them.įinally, the combat isn’t really that good. This section would be fine, but Skate Cat over-uses the gates to an ever bigger degree than the last pixel jumps. Especially when the action was really cooking leading into that section. You can use an obstacle like that a couple times, but two levels full of them becomes tedious. Anyway, there’s too much waiting around, and it becomes kind of boring. See what I did there? Grinds? I’m down with the skate lingo. But, in the final two levels of the game, Skate Cat start to rely to heavily on electric gates, and the game grinds to a halt. ![]() the skateboard from Adventure Island games (which I can’t stand at all), but certainly I think the theme calls for a fast pace and quick reflexes. Those felt like they took advantage of the skateboard theme. I found the best moments were the ones where I didn’t have to stop moving. and it took me the whole play session on normal mode to do so. Really, that’s what the whole game should have been: a twitchy, reactionary platformer with skateboard-based combat. No, the kid actually proved he can bring quality gameplay to the table. There’s some genuinely good moments in Skate Cat, and not just for a game by a kid. ![]() Actually, I thought the stage that took place in the forest was a strong level, and I was smiling contently as I hopped across falling leaves and avoided the quills of porcupines. When Skate Cat relies on zig-zagging through terrain or doing timed-jumping sections, I enjoyed those fine. Like you’re trying to figure out who will blink first: you or the gap you’re jumping over. I’ve never liked that in any game, because it turns platforming into a game of chicken. It used this to such a degree that I found myself just last-pixel-jumping every jump that looked big, whether I needed to or not. ![]() Skate Cat overly relies on last-pixel jumping, which is to say gaps that require you to wait to execute the jump until you reach the far edge of a cliff. Skate Cat has snappy, low-angle jumping physics and most of the challenge comes from your leaping limitations. The jumping has a steep learning curve to it. habitual context.These massive “last pixel jumps” are the main challenge in Skate Cat, and there’s too many of them. As the episodic function of these verb forms is a default function, it can be overridden by a nonepisodic, e.g. The progressive function of imperfective verbs by default entails episodic localisation, since an internal, closed interval (a phase) of the process denoted is profiled and coincides with the reference interval. By default, the intervals which correspond to perfective verbs are closed and are localised together with the reference interval in a closed interval, i.e., they are episodic by default. ![]() The reference time can be either deictic (speech time), narrative (the time of processing the non-deictic verb situation), or omnitemporal (any time interval this kind of a reference time is not addressed in the paper). A situation is defined as episodic if its corresponding time interval is closed and if it is localised in a closed interval together with the interval of the reference time, which itself is also a closed interval. Its subcategories are episodic and nonepisodic (characterising) situations, in Slavonic linguistics often called temporal (non)localisation or temporal (in)definiteness. Episodicity is not directly opposed to genericity (which is a property of noun phrases). Properties and the Grammatical Reconstruction of Episodicity The paper considers episodicity as an essentially pragmatic meaning potential of verbs, as the main procedure to generate temporal coherence. ![]()
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