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Desmo360's Let's Play (Ep.11) - Masterofmayhem
- Desmo360
- 02/18/2013 10:31 PM
- 10118 views
Levels Played
Babel - Masterofmayhem
King Kooper's Kult Klassic - Masterofmayhem
Babel - Masterofmayhem
King Kooper's Kult Klassic - Masterofmayhem
Posts
author=pyrodoom
When you get to Seiromem's stage, try and speedrun! That's a challenge from me, OK?
I'm actually kinda over the whole challenge thing. After recording episode 14, I decided I didn't want to continue doing them. Plus, I've already done two of Seiromem's levels.
author=Isrieri
WHAT IS THE DEAL WITH KING KOOPER'S KULT KLASSIC?
That boss battle is awesome.
Ya'll just suck.
Agreed
It's that up-forward-shell kick technique, man. It's just too tricky, especially when performing it threatens to collide you with enemy projectiles and/or fall in a pit of lava.
author=halibabicaPffft, it's all practice, not even a lot, you don't even need to jump to do it, just run forward while holding up!
It's just too tricky
from seiromemfrom halibabicaPffft, it's all practice
It's just too tricky
Maybe, but I'd still file it under 'advanced techniques.' People moan and groan about homing koopas being too hard, but they just take practice, too.
No I definitely agree the move falls under "advanced techniques." The fight is indeed a difficult one, that's why it's in the endgame. I'm just surprised so many didn't like it! I thought it was cool!
I mean...ruining the level?!?
I mean...ruining the level?!?
I guess no one really stays for the special animations I throw in at the end of some of my videos. Today was the second one, and nobody even said a word. :(
I saw the other one! Bowser jumped down and toasted the boxes. That was pretty nice. I haven't watched this one yet...
Normally, if the video seems over, I watch a different video, but I did see this one, nothing special actually, sorry. :(
All it is, is Bowser walking off, and killing Kamek with fire.
All it is, is Bowser walking off, and killing Kamek with fire.
Are you kidding me, I can’t believe so many people hate that fight with bowser. Well you know what... I couldn’t be happier! I made the one boss fight that everyone universally loathes! My job is done.
It really did ruin your level, mayhem. Everything with the level design was well-paced and didn't have so many complex gimmicks, yet your boss fight has just that. The arc-throwing thing is an advanced strategy, and it easily threw off players because the your level didn't have it. Not to mention the design flaw of the boss room itself. Lava in the center of the room, where the player needs to get his saved item? Come on!
Which is why I made the level comparatively easier and short. Nothing is more annoying than going through an despairingly long/difficult level reputedly because you can’t beat the despairingly long/difficult boss at the end.
And if you believe it that’s the scaled down version of the fight. Isrieri’s original suggestion also had a barrier moving up and down in front of bowser too!
And if you believe it that’s the scaled down version of the fight. Isrieri’s original suggestion also had a barrier moving up and down in front of bowser too!
from masterofmayhem*slaps Isrieri*
Isrieri’s original suggestion also had a barrier moving up and down in front of bowser too!
I'd also like to point out that, because this is an advanced technique, the main reason it hurts the level so much is because the need for it is sprung on the player very suddenly. There are no circumstances anywhere in the game prior where you have to kick a shell up and forward. I would even go so far as to say such a move should never actually be required. It's like a Super Metroid hack that requires mock balling and wall kicks. There's only so much you can expect of the player, and saying "lol PRACTICE, NOOB!" doesn't make it good design.
Also, Des, I saw both your end animations, and I thought they were nifty. They're just not the sort of thing I comment on.
I still stand by my design of the fight, but that’s fare a critic. I’ll keep that in mind in the future.
Well, if that was an actual problem, imagine if I used the upside down rainbow shells in my level, on the Mouser boss fight! My level would probably not be in the game, that would be too difficult right? Knowing what to do with the shell? Plus, there is also the fact that you can defeat Mouser without it, but it would still be an idea, right? Defeat Mouser when he can only be killed by you on the shell, going everywhere. You would need to time your jumps perfectly, and for masters(just, masters, not masterofmayhem, but people who would be able to beat a boss like that), it would actually be fun! Same with master's level, not many people know what to do with the shell, and that seemingly ruins it, but if you know what to do, it's a fun boss!
We're crossing into weird territory here, especially given the nature of this project. What does and doesn't work in a level is subjective. In a normal game with proper pacing of mechanics and concepts, a boss fight like this might work. Even in this game, if there was another spot in the level that required the player to kick a shell up and forward (say, to hit an out of reach switch block), then they would learn the trick and be better prepared for the fight.
Still, the move is hard to pull off, and for the level to only be fun to half the playing audience is a huge red flag.
I have no clue what you mean with your rainbow shell example. The upside-down ones behave like normal shells, except you can't hurt yourself with them.
Still, the move is hard to pull off, and for the level to only be fun to half the playing audience is a huge red flag.
I have no clue what you mean with your rainbow shell example. The upside-down ones behave like normal shells, except you can't hurt yourself with them.