ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
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Return of the Contentious Blog
I don't think its only that games are softer but that people have shorter attention spans and less patience. As exemplified by yours truly.
Your edit to the Eli fight will be fine. Having that one lava wall removed makes things much simpler.
The fix-it plan seems legit to me. I'll be happy to see GPX go back to bonus. After that's implemented I think we'll be set.
Because this is a free fangame with nearly all the levels open to you at the beginning. If someone doesn't like a level, they'll skip it. But mostly because I thought Spinning Hazard was fun. :<
Also because World 6-7 in Mario 3 is a thing that exists. There's always going to be levels people hate/love no matter what's good/bad about them.
Your edit to the Eli fight will be fine. Having that one lava wall removed makes things much simpler.
The fix-it plan seems legit to me. I'll be happy to see GPX go back to bonus. After that's implemented I think we'll be set.
author=halibabica
If there's a level in the game you think no one in their right mind would be willing to play, why on earth would you vote for it?
Because this is a free fangame with nearly all the levels open to you at the beginning. If someone doesn't like a level, they'll skip it. But mostly because I thought Spinning Hazard was fun. :<
Also because World 6-7 in Mario 3 is a thing that exists. There's always going to be levels people hate/love no matter what's good/bad about them.
Return of the Contentious Blog
Soli, Spinning Hazard is balls difficult but Spinning Hazard is at least fair.

I'M TELLING YOU, DUDE. I'M TELLING YOU WHAT RIGHT NOW. REMOVING THE CEILING IS THE ONLY WAY. KILLING HIM QUICKLY HURTS NOTHING. YOU CAN'T MAKE THIS BOSS THAT HARD BECAUSE IF YOU DIE ALL YOUR PROGRESS FROM ALL 4 WINGS IS LOST. IT SUCKS. AND THEN THE REAL BOSS IS AFTER.
As for big Eli, I forgot Toad was on mushroom duty, so I see why Link couldn't do it. Your new Link option is a great idea and I support it wholeheartedly. I should add the final boss isn't any fun for me unless all the members of the squad are there, so I started by going to all 4 wings to recruit them. And then I died at little Eli. And then I just god-moded it. I've tried to beat Eli the fair way each time I pick the level up, and each time I can't do it. I won't say that this is too difficult: Its about the same as Spinning Hazard on a scale of 1 to 10. But the difficulty stems from different places and Spinning Hazard's is fair and this is not. I'm going to write an article on this stuff later.
BTW you probably ought to make Link's bombs friendly cuz I was able to hammer them out of existence. One other thing I thought may help is to make Luigi's wing have a black background instead of that cool wall you made: It's really hard to see with it there, and a black background would be more of a throwback to the arcade.
Honestly, NO one is going to play either Spinning Hazard or Fortress of Doom all the way through unless they're crazy 100% completionists. So that's why I haven't been campaigning against their inclusion. In fact, pretty much nobody is going to play all the levels anyway. I personally think that's how it ought to be in this case: This is just an All-Stars collection and all the worlds are open from the get-go, so we're letting people go in and experience each level individually and revel in their quality. Is that a good game? Not really. But it's okay for what it is. A compilation. If you wanted to make a GOOD GAME you need to have more structure. And if we have no structure it doesn't matter how good the levels are. Because there's not a significant sense of accomplishment. Or a sense that you're going anywhere. That stuff is crucial in Mario games, yo!
I still think we did good here! Itsimpossible tough to put together a game made of pre-existing levels. Of RMN Bros no less. I wouldn't expect rave reviews, but this is not terribad.

I'M TELLING YOU, DUDE. I'M TELLING YOU WHAT RIGHT NOW. REMOVING THE CEILING IS THE ONLY WAY. KILLING HIM QUICKLY HURTS NOTHING. YOU CAN'T MAKE THIS BOSS THAT HARD BECAUSE IF YOU DIE ALL YOUR PROGRESS FROM ALL 4 WINGS IS LOST. IT SUCKS. AND THEN THE REAL BOSS IS AFTER.
As for big Eli, I forgot Toad was on mushroom duty, so I see why Link couldn't do it. Your new Link option is a great idea and I support it wholeheartedly. I should add the final boss isn't any fun for me unless all the members of the squad are there, so I started by going to all 4 wings to recruit them. And then I died at little Eli. And then I just god-moded it. I've tried to beat Eli the fair way each time I pick the level up, and each time I can't do it. I won't say that this is too difficult: Its about the same as Spinning Hazard on a scale of 1 to 10. But the difficulty stems from different places and Spinning Hazard's is fair and this is not. I'm going to write an article on this stuff later.
BTW you probably ought to make Link's bombs friendly cuz I was able to hammer them out of existence. One other thing I thought may help is to make Luigi's wing have a black background instead of that cool wall you made: It's really hard to see with it there, and a black background would be more of a throwback to the arcade.
Honestly, NO one is going to play either Spinning Hazard or Fortress of Doom all the way through unless they're crazy 100% completionists. So that's why I haven't been campaigning against their inclusion. In fact, pretty much nobody is going to play all the levels anyway. I personally think that's how it ought to be in this case: This is just an All-Stars collection and all the worlds are open from the get-go, so we're letting people go in and experience each level individually and revel in their quality. Is that a good game? Not really. But it's okay for what it is. A compilation. If you wanted to make a GOOD GAME you need to have more structure. And if we have no structure it doesn't matter how good the levels are. Because there's not a significant sense of accomplishment. Or a sense that you're going anywhere. That stuff is crucial in Mario games, yo!
I still think we did good here! Its
What are you thinking about right now?
Return of the Contentious Blog
Jeez, I log on and there's a bazillion notices!
RMN 3 was also very soon after I started working with SMBX. I hope my contributions to World are more memorable.
RMN 3 was also very soon after I started working with SMBX. I hope my contributions to World are more memorable.
Return of the Contentious Blog
Or you could make the fight less Tedious and annoying.
For instance, the first phase of the final fight has you trapped in that cramped little area where you dodge the attacks and wait for a shell to spawn at fixed intervals. I'd say the better thing to do would be to get rid of the compartment, and just have it be an open space instead so that the player has more freedom to dodge things. The shells can spawn more often, in fact it would be better if they were instantaneous, so that the player has more freedom to chuck them at random. They may miss more often, but it's better for the player's sanity to have continuous access to shells than to wait for the damn things. If you're worried they could just hop over to Mr. Glasses and bonk him you just have to flag his npc with a JumpHurt command. When they fall in the lava and die they can be like "Well I should've known better." I'm with everyone else about keeping hammer suits. If you wanted to force a powerup on the player hammers would actually be the ideal thing, in this case.
I too am curious as to what you're supposed to on big phase with no help. Because I assumed nothing, otherwise what would be the point of going to the other 4 wings? I still say that Link's help is too similar to Luigi's. But more importantly it's not worth having to go to Link's wing and suffer that awful miniboss. It would be better if Link spawned hearts instead of bombs, or maybe to spawn shells that don't hurt you or something. Hell, make Link take out both glasses leaving you with the eyes. It would make it worth going to all that trouble. Yes it would make the final boss a joke, but that isn't really a bad thing. Especially in a level like this which requires you to run through a thousand hoops to reach the end.
I really want to like Fortress of Doom because of the clever technical aspects and the clear effort that went into it. But all the stuff it pulls in an engine not equipped for it makes it hard.
For instance, the first phase of the final fight has you trapped in that cramped little area where you dodge the attacks and wait for a shell to spawn at fixed intervals. I'd say the better thing to do would be to get rid of the compartment, and just have it be an open space instead so that the player has more freedom to dodge things. The shells can spawn more often, in fact it would be better if they were instantaneous, so that the player has more freedom to chuck them at random. They may miss more often, but it's better for the player's sanity to have continuous access to shells than to wait for the damn things. If you're worried they could just hop over to Mr. Glasses and bonk him you just have to flag his npc with a JumpHurt command. When they fall in the lava and die they can be like "Well I should've known better." I'm with everyone else about keeping hammer suits. If you wanted to force a powerup on the player hammers would actually be the ideal thing, in this case.
I too am curious as to what you're supposed to on big phase with no help. Because I assumed nothing, otherwise what would be the point of going to the other 4 wings? I still say that Link's help is too similar to Luigi's. But more importantly it's not worth having to go to Link's wing and suffer that awful miniboss. It would be better if Link spawned hearts instead of bombs, or maybe to spawn shells that don't hurt you or something. Hell, make Link take out both glasses leaving you with the eyes. It would make it worth going to all that trouble. Yes it would make the final boss a joke, but that isn't really a bad thing. Especially in a level like this which requires you to run through a thousand hoops to reach the end.
I really want to like Fortress of Doom because of the clever technical aspects and the clear effort that went into it. But all the stuff it pulls in an engine not equipped for it makes it hard.
author=halibabica
However, like you said, it'd totally screw up the world themes
author=Isrieri
Personally I'm willing to sacrifice thematic consistency if it means the game flows better as a result.
What are you thinking about right now?
The dumbest Zelda plot ever is all of them. Because it boils down to "I don't really care." It's about the adventure! The exploration! The swashbuckling puzzles!
Majora's Mask is probably my favorite though because atmosphere.
Majora's Mask is probably my favorite though because atmosphere.
Return of the Contentious Blog
Favorite Enemies or Bosses?
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I really miss bosses that you just whack with your sword until they fall down. This seems like a really silly thing to miss, but Moldorm is one of the big reasons why. When I take a look at the bosses in Skyward Sword for instance, they don't ever feel like fights for me, rather they're just glorified puzzles or boring rinse-and-repeat routines: You never get to actually score a hit until you put the boss into some kind of stun lock. And the game makes sure you know it too. The freedom to not have to do that and just hit the bosses COMPLETELY VULNERABLE carcass really added a certain something for me.
Something that 2D Zeldas were able to do (and to an extent, Majora's Mask) very well was to emphasize movement and positioning rather than figuring out a boss' weaknesses. Moldorm in particular had a weird circular movement pattern that when first encountered it was very difficult to dodge. This made the fight feel like a fight, and added a bit of tension and uncertainty of victory. Sure, the bosses all have patterns in the newer games as well as the old ones, but in the old ones the movement wasn't straight toward your position as it often feels these days. At least with minibosses: I noticed the Stalfos never circled you like they did in the past. Z-Targeting is a bit overused too. I tried playing OOT without Z-Targeting, and managed to beat it without doing so once. Probably because it was intended to be a feature of combat rather than to base the entire system around the concept. But something tells me that if you tried to do the same with Wind Waker or any Zelda after that, it would probably render the game unplayable somehow.
@LockeZ: I read about that Lich King fight. It sounds like balls, but that's probably because it involves so many players, so I'm just not used to that sort of fast paced stuff. It does seem epic though: I like Phase 2 with the players getting picked up and dropped off the cliff.
Azulmagia is probably one of the neatest bosses ever. I would've mentioned him but I've never played the game.
















