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Old 03-06-2007, 01:03 AM   #23
Codiekitty
Just Another Face in Red Jumpsuit
 
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Join Date: May 2001
Location: Lemmingland
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Quote:
Originally Posted by S1x
I see a lot of contradiction. Apparently, the game is too easy due to level designs that were not inspirational enough? And yet they put in completely new elements like switching babies, which could have easily felt like just a cheap thing thrown in
The thing is when you come up with an idea, you have to do something with it.

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but with all the obstacles and differences, they made it feel like a solid new part of the game
Because seeing a rope, switching to DK with the stork pad that's placed right next to it, climbing said rope, seeing some wind, switching to Peach with the stork pad that's placed right next to it, sailing up said wind, seeing some dotted blocks, switching to Mario with the stork pad that's placed right next to them, and hitting said dotted blocks is really solid.

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If I think there's something in the sky or something below me that might be not visible because it's within that "gap", 90% of the time I can either look up a little, or push down-X or up-X and switch screens, look quickly for anything while it's scrolling, and scroll back.
If you can do that while a giant rolling spiny thing or chain chomp is chasing you, you're a better man than I.

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If there's something that needs timing, like that rotating egg cloud, I either count the timing or jump to reveal it. Nearly every problem I think you can think of with that "gap" can be resolved that way. And it only takes about 5 seconds.
It might take 5 seconds, but I often found myself doing it every 5 seconds. Not only does that botch up the pacing of the game, it only works on the stationary stuff, not the moving stuff that goes back into the blind spot when you land.

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That one issue was basically your biggest complaint; anything else I read was just minor complaints blown up too much, because all it takes to get around those is timing your jump a little differently or hovering a little bit.
Boring level design isn't exactly a little complaint.

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Getting through the levels themselves without caring about score is easy enough, but for the really challenging parts, like collecting all the coins, flowers, and not getting hit, you don't even want to attempt that?
How does finding a bunch of worthless trinkets fix a main game that sucks? If the main game is crap, why would I even want to find all the optional crap, fighting boring level design, slippery controls, and that stupid blind spot along the way?

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I don't think I have the right to call something I own "easy" unless I try the difficult parts.
Because it's okay to make a pissy game where all the challenging stuff is optional, and "challenging" means "finding a bunch of worthless trinkets".

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And Yoshi's size didn't really change much since before.
No, but the screen size did.

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Wait, what did you think about the original Yoshi's Island, anyways?
Loved it. 100'd every level, including the bonus ones.


Where are these lemmings going? Not the Super Nintendo Super Shire! They know to go to Codiekitty.com now!
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