Helping Pedro – A Beginner’s Guide to My Friend Pedro: Ripe for Revenge
My Friend Pedro: Ripe for Revenge is a spin-off of My Friend Pedro, 2.5D shoot-em-up game which is available on PC, Nintendo Switch, PS4, and Xbox One. Despite being a mobile spin-off, it remains to be an exhilarating shoot-em-up game with arguably the most satisfying and energetic shooting mechanics available in the mobile market. The game lets you take control of a nameless protagonist who has impressive John-Wick-like gun and his adventure to help a talking banana named Pedro rescue his family who were kidnapped by dangerous criminals.
The gameplay of My Friend Pedro: Ripe for Revenge is easy to learn yet hard to master, especially when you start encountering more sophisticated levels with added features. In this beginner’s guide, we’ll help you familiarize yourself with the mechanics of the game and hopefully this will lead you to perfecting all 34 levels.
My Friend Pedro: Ripe for Revenge is divided into three chapters: Old Town, District Null, and Fortified Forest. Each chapter has at least about ten levels and a chapter is completed through a special level where the protagonist traverses with a motorcycle (more on this later).
The goal of each level is to reach a bright green door situated at the very end of the level. To get there, you must cross through and kill numerous enemies while concurrently using your parkour skills and other structures to traverse through the complex map.
There is no time limit to reaching the door. However, you do earn a score for killing enemies and your final score determines how many stars you get. A maximum of three stars can be obtained per level and you need to satisfy a score requirement to attain one star.
Unlike most shooters, My Friend Pedro: Ripe for Revenge does not utilize a directional pad for movement. The protagonist’s movements only consist of two options: jumping or sliding.
To make the protagonist jump, you must plan the jump first. To do that, hover your mouse to either the left or right side of the screen, drag it towards the opposite direction of the jump, and then release your finger from your mouse. When you see a trajectory being drawn, it means that you are planning a jump. The farther you drag, the wider the jump will be. Do note that you cannot jump while in mid-air. The game will tell you that a jump cannot be done when the drawn trajectory is very thin.
The protagonist can also hold onto walls. To do that, use the jump mechanic and point the jump destination to a wall. The protagonist cannot hold on forever though as you only have about two seconds until they start slipping. Climbing walls can be done but you will need two walls parallel to each other for the protagonist to climb from one wall to the next. Additionally, the protagonist cannot hold onto glass windows as they will just break through them when the jump trajectory surpasses them.
To slide, utilize the same controls as jumping however strictly drag your mouse in a straight line only. An arrow is drawn when a slide is being planned. Sliding is the fastest way to move the protagonist horizontally but more importantly, it is also needed to cross through low areas of a level.
Keep in mind that there is a limit to both the jump and slide lengths. Furthermore, planning a jump or slide activates slow-motion mode which is indicated by the white vignette on the screen.
Combat and Enemies
Enemies in My Friend Pedro: Ripe for Revenge are stationary however they are armed as well and one bullet from them will decrease one heart from the protagonist. The protagonist only has three hearts so getting shot three times results in immediate death.
Shooting can be done by left-clicking the mouse. To shoot and kill enemies, you must click on them until their hearts are depleted. Headshots do not grant an instant kill. The number of hearts an enemy has indicated the number of bullets needed to kill them. In the first few levels, enemies will only take one shot to eliminate but eventually, you will encounter some that take up to four shots.
Upon encountering an enemy, the game will immediately activate the slow-mo mode and the enemy is marked with a white circle that depletes itself in a counterclockwise direction to tell you how much time you have left before the protagonist gets shot. You must kill them before the circle disappears. The faster you kill them, the more score you earn.
Additionally, some enemies will be marked with a red circle and that means that they will take lesser time to shoot the protagonist and therefore must be killed as fast as possible.
Killing an enemy also activates a score multiplier which increases as you eliminate more enemies. The multiplier does not last forever, and you will need to kill more enemies to keep it going. The multiplier is reset when: the timer runs out (indicated by a counterclockwise-depleting circle), the protagonist gets shot or gets damaged by the environment (i.e., barbed wire, explosions).
The last level of each chapter involves the protagonist riding a motorcycle in a very long highway. While traversing the highway, you will encounter various obstacles that you must go over as well as enemies in motorcycles who are trying to shoot you.
Controls are very similar to the normal levels. Jumping with the motorcycle can be done by dragging your mouse to the opposite direction of the jump. The planning of the jump can be done anywhere on the screen this time. A trajectory is also drawn whenever a jump is planned. Jumping can be used to go over obstacles that block lanes.
Moving the motorcycle horizontally can be done by dragging the mouse diagonally until an arrow is drawn onto the road. This movement can be used to switch lanes.
The protagonist can also ride the motorcycle on the wall by using the jumping mechanic and aiming to the wall. Like the normal levels, they only have a few seconds until they slip back to the surface.
Enemies in the motorcycle levels are easier to kill because they only have one heart. However, it can be challenging at times as you also need to focus on avoiding obstacles. Getting shot also takes away one heart from the protagonist. Hitting obstacles only partially depletes a heart.