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Old 03-04-2007, 08:28 PM   #21
Just Another Face in Red Jumpsuit
 
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So was Yoshi's Story, Blaster Master 2, LEGO Star Wars, Rockin' Kats, Puss 'N Boots, Ducktales, Dynowarz, Chip and Dale Rescue Rangers, Chip and Dale Rescue Rangers 2, Sigma Star Saga, Super Mario Land, Kirby Canvas Curse, Katamari Damacy, we can be here all day...


Where are these lemmings going? Not the Super Nintendo Super Shire! They know to go to Codiekitty.com now!
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Old 03-05-2007, 06:03 PM   #22
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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, but with all the obstacles and differences, they made it feel like a solid new part of the game.

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 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. 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.

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? I don't think I have the right to call something I own "easy" unless I try the difficult parts. The extra and special levels gave me trouble, even though I've pretty much mastered the SNES game.

As for other stuff... I agree that the music could have been more exciting and colorful. Graphics basically don't deviate much from the SNES game, but that's not exactly a bad thing. The ironic part about the crying is that it makes you really want to get back to that baby just to shut him up, which was also true for the last game. And Yoshi's size didn't really change much since before.

Wait, what did you think about the original Yoshi's Island, anyways?
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Old 03-06-2007, 02:03 AM   #23
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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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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?

Quote:
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".

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

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


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Old 04-01-2007, 06:31 AM   #24
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Quote:
Originally Posted by Codiekitty
It's boring, it's uninspired, it's either retardedly easy or cheap*, and people seem to think that's okay so long as you can't see the middle of it.

* I don't know what stage it is, but there was one moment where you're jumping up trees in an autoscrolling waterfall. Near the top you have to jump from a tree to a rope that only DK can grab and climb, but some dumbass put a stork sign on that tree. Standing on the tree calls the stork who sits right above you, and whenever I tried to make the jump I'd often hit the stork, switching DK with Mario, then I'd have cycle back to DK, only to reattempt the jump and hit the stork AGAIN, and now I don't have time to cycle through the characters again, because the tree's been scrolled off.
Well, perhaps you are just too bad?
(hey, don't beat me, I don't mean it ^^)
But I didn't have a problem with that place.

It's okay to say the levels of YI2 are too easy and cheap. But do you really think the levels of the original Yoshi's Island were better? I don't think so.


@S1x: Thanks for the support


@Codie (again)
Quote:
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.
They are just placed right beside, when is't essential to switch the baby to come further. You don't always find these signs.
But tell me what they sould do otherwise. You come to a place in al level where you can just get along with Peach - but don't find a possibility to change the baby again or just one where you have to walk a far way back.
IF they would have done it this way, you would have complained, too.

Quote:
If you can do that while a giant rolling spiny thing or chain chomp is chasing you, you're a better man than I.
Okay, that were TWO levels -.-
And you could easily master these parts even with the gap. I didn't have a problem with it.
The only hard thing was when you tried to get a flower or red coin. But for this challenge it is okay to have to play a level more than once.

Quote:
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
Oh my god...
If you don't even try to get the 100-points score, it's obvious that you call YI2 easy, boring and cheap...

Quote:
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".
Yes, it is. Remember Tetris? Just a boring game with placing one block onto another. It just gets challenging because of the highscore you try to get.
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Old 04-02-2007, 06:20 PM   #25
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Unhappy

I AM FURTHER THAN YOU, CODIEKITTY!!!!!!!!!!!!!!!!!!




HA,HO! I SHOULD SHUT THIS DOWN!

Quote:
Originally Posted by Romplayer
Well, perhaps you are just too bad?
(hey, don't beat me, I don't mean it ^^)
But I didn't have a problem with that place.

It's okay to say the levels of YI2 are too easy and cheap. But do you really think the levels of the original Yoshi's Island were better? I don't think so.


@S1x: Thanks for the support


@Codie (again)

They are just placed right beside, when is't essential to switch the baby to come further. You don't always find these signs.
But tell me what they sould do otherwise. You come to a place in al level where you can just get along with Peach - but don't find a possibility to change the baby again or just one where you have to walk a far way back.
IF they would have done it this way, you would have complained, too.


Okay, that were TWO levels -.-
And you could easily master these parts even with the gap. I didn't have a problem with it.
The only hard thing was when you tried to get a flower or red coin. But for this challenge it is okay to have to play a level more than once.


Oh my god...
If you don't even try to get the 100-points score, it's obvious that you call YI2 easy, boring and cheap...


Yes, it is. Remember Tetris? Just a boring game with placing one block onto another. It just gets challenging because of the highscore you try to get.
Quote:
Originally Posted by MARIOCRAZY28
I AM FURTHER THAN YOU, CODIEKITTY!!!!!!!!!!!!!!!!!!




HA,HO! I SHOULD SHUT THIS DOWN!
Quote:
Originally Posted by Codiekitty
The thing is when you come up with an idea, you have to do something with it.

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.

If you can do that while a giant rolling spiny thing or chain chomp is chasing you, you're a better man than I.

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.

Boring level design isn't exactly a little complaint.

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?

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".

No, but the screen size did.

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!
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, but with all the obstacles and differences, they made it feel like a solid new part of the game.

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 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. 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.

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? I don't think I have the right to call something I own "easy" unless I try the difficult parts. The extra and special levels gave me trouble, even though I've pretty much mastered the SNES game.

As for other stuff... I agree that the music could have been more exciting and colorful. Graphics basically don't deviate much from the SNES game, but that's not exactly a bad thing. The ironic part about the crying is that it makes you really want to get back to that baby just to shut him up, which was also true for the last game. And Yoshi's size didn't really change much since before.

Wait, what did you think about the original Yoshi's Island, anyways?
You guys, what is going on?



P.S. My dad sneaked into here and tried the last few functions. Sorry...

Last edited by MARIOCRAZY28; 04-02-2007 at 06:20 PM. Reason: Automerged Doublepost
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