It was the year 1944 when a man by the name of Richard James poured all of his vehement passion into one last project. They told him he was mad to try! They called him insane – unstable!
He proved them right.
James waited for the moon to be just right to finally perform his ritual. Sugar, spice and everything nice – but oh, no! A horse wandered into the pot!
Thus the slinky was born and sold over 300 million units through the merit of looking amusing on an escalator, but this – is not that story.
With 9 FFA victories and 5 silver medals, Slinky has paved his path to victory primarily in tasteful memes and one-liners. Those are, however, only things that disguise the countless ducks sent by him to That Great Big Pond In the Sky, so do not let him fool you. Underneath that hat hides a majestic horse, not an innocent duck.
Currently sitting at 767 hours in Duck Game, Slinky is currently one of the leading ducks in our league. I have had the pleasure of playing many matches with him over the course of the past months – both in tournaments and outside of them – which has left me hurting more than a handful of times.
Slinky likes to play with his foot off the acceleration pedal, which seems asinine considering his general performances during matches. If you ever watched any of Slinky’s Steam broadcasts during tournaments, then the music he plays in the background – groovy, electronic tunes – describe his style of gameplay better than I ever could.
He likes to have fun, and that’s why you often see him sliding around with a sledgehammer at speeds that make Sonic the Hedgehog feel a little insecure about his place as the fastest humanoid animal in this dark and twisted universe.
Watching Slinky play, there is one thing that I often notice: He makes annihilating you look effortless. On one hand, you can easily argue, “But AD, aren’t you just bad at the game?” and I hear you loudly and clearly – don’t you worry – and to you I say, “Go away.”
What makes Slinky skillful at the game?
He has the Adobe Master Suite of Duck Game in his arsenal. He can accurately shoot angles both through jumping and walking up to a ledge; his jetpack maneuvering skills are solid; he can readily switch between the stances of the sword stab; and he almost broke his strafe key from overuse and abuse.
His particular style of gameplay embraces glitching like a long long brother. He slides into walls, jumps over doors, shoots through walls and passes through teleporters as though they are immaterial. Walls are silly things, after all – like the French. If you do not believe in them, then they cease to exist. He is a duck that has ascended beyond a regular duck. We are all non-regular ducks around these parts, though.
These solid basics make for a wonderful playground for someone that values entertainment and horseplay. There are two maps in particular where you will likely see him running around with a live mine on a Magnet Gun, and while it looks silly and suicidal, I suggest that you steer clear of it unless you have a plan to invariably sink a bullet directly between the two hemispheres of his cranium.
He claims that his skills come from the many blessing bestowed upon him by the horse gods, and I am currently not in a place to disbelieve that claim, seeing as I get regularly thrashed, trashed and thrown out.
Let’s not get too far ahead of ourselves now, though.
All things that stand will fall. Only oceans last forever.
While an adaptive player, Slinky very often relies on the same pattern plays he knows work with people who have not thought to counter them. Those patterns are possible to exploit.
For the sake of an example, let’s say that Bill is playing a 1 v. 1 match against Slinky in a best-out-of-three setting. The parameters for the match such as the number of rounds or intermissions do not matter.
After fighting Slinky in the first match and losing, Bill can recall what Slinky had done on the map previously, and, if he is quick enough to think of a countermeasure to that path, then he can slay Slinky where he was previously the one slain. This is a one trick pony, however, and will only work once on that map. If Bill and Slinky were of similar skill – or even if Bill was a lesser player – then that method could be used to exploit his pattern-based paths. Again, this is only a conjured example, though I expect to see someone named Bill around soon enough.
Slinky does not often take advantage of disarming other players. He prefers to shoot them or to crush them as opposed to approaching them, disarming them and stealing their weapon, et cetera. This is not true for Mind Rays, however, though I think it isn’t difficult to come to the agreement that they are as big of a pain to deal with as getting kicked in the ribs by a mule.
When there is a Death Laser on the map, you can be sure that he will be eyeing it. There are two ways to go about this: Time for when he approaches the laser, or rush him down once he has it. Slinky was one of the first people to fluently angle the Death Laser, and, including precharging techniques, he is lethal with that clumsy weapon.
A similar thing applies to any hammer that exists on the map. For this melee weapon, it’s more advantageous to read the arc as he boosts with it, avoid it and counterattack. If you get brutally pummeled, then do not get discouraged – it happens to every boy your age, but no, you will not grow out of it.
Through high-level gameplay and Duck Game shenanigans, Slinky secured his place in the upper echelon of the most skilled Feathers Will Fly participants – but you wouldn’t want to read about that, would you?
Check out his Steam Workshop for some innovative and silly Duck Game custom maps. They include levels that rely on and help you practice your ability to perform in-game glitches, as well as generally fun and balanced maps for casual play.