ISRIERI'S PROFILE

Isrieri
"My father told me this would happen."
6155
-Mysterious forum member since 2012

-Occasionally appears

-Has yet to make an RPG

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Return of the Contentious Blog

Checkpoint Graveyard: I actually like this one for what it is. Especially when I found out it's inspiration. But in hindsight, its only good to play through once. Once you're done, the joke's run it's course. Plus the boss at the end really put me off.

Coffee & Donuts 2: I didn't vote for this one because I knew the first Coffee & Donuts was going in, and having a second level that was just more of a level from earlier doesn't seem like a wise thing to do in a compilation. The first one was a great athletic level and far more memorable.

Dessert: I honestly don't remember this one. I remember that it was pretty solidly designed, but found it pretty boring personally. Probably due to all the open space in the upper part of the screen. I wouldn't be adverse to seeing it added, but I say no to it.

Forest Stroll: I don't see it's length as a problem so much as what DarklordKeinor noted, in that there's not much to it.

Fortress Aflame: I'm on the fence with it. It is too long but I don't think that's as much of a problem as it was in other RMN levels. It sticks to good design principles and has great attention to detail. I only dislike that there's two hidden stars. Though you can argue that this is the sole level that deserves an extra one. The big question to ask is whether people will find it boring and get fed up with it quickly, or if the presentation is good enough that they won't mind.

Lakitu Bros: Speaking of which, that's what I first thought about Lakitu Bros. That the gimmick was entertaining enough that it would outweigh the questionable design. But Solitayre's right: its taking the lakitu concept and trying to warp the level to suit the gimmick, rather than making a solid level first and having the mechanic just be a part of that.

Sand Tombs: This was the one I didn't think very well paced. It kinda felt like the designer made up most of it as he went and gave little thought to how all the pieces fit together.

Space Ace: I can't stand the clown car, moreso clown car levels. Like Nin8halos said, its nigh impossible to make an entertaining level that revolves around the Clown Car exclusively: it'd just be shooting stuff in an open sky. Having a ginormous hit box is no fun either.

I'm the other judge who voted for Mario in Heat. So yeah.

What are you thinking about right now?

If we're following such avatar-logic, then my favorite pastime is to teleport around and spam people with magic.

Return of the Contentious Blog

Well on that note: How come Lakitu Bros. didn't make it in?
It had some annoyances to it, but I didn't think them bad enough to exclude it from All-Stars. It would meet the Lakitu requirement, and it's a pretty interesting novelty that might feel at home with the other bonus levels.

Return of the Contentious Blog

author=Solitayre
What about the Lakitu level from SRB2 with the frowny clouds? I liked that one.

Wasn't that the one Ratty made? I don't see anything wrong with adding it.

I think that putting Spinning Hazard in any world other than 4 would be a mistake. Ghost House Blues was pretty tough, but mostly due to a lot of trial and error in the elevator section. It's over with pretty quickly, and the difficulty drops once you get to the mirror tower. Spinning Hazard is tough all throughout the thing, and ramps up a bit after the checkpoint. Maybe have Ghostwall, then Ghost House Blues, then Spinning Hazard?

Actually, if you wanted you could probably stick Triad Airship as 4-4, and make Spinning Hazard the final castle. It wouldn't be as consistent but after beating Spinning Hazard the following levels would feel like cakewalks.

(I am very happy to see us go full-world-map. ^_^)

Out of Context - the Game

That's from this year's Cannes Film Festival right? The Rice Man's Circus.

Quote: "I'd put my nose to the grindstone for you, babe. And the grindstone you are. Just look at my nose!"

Monotonous Dungeon Quest

On the contrary. I came to look at this game because of the title.

What are you thinking about right now?

Arcade games? I want to give Millipede another go, but I'm afraid of it.

Seriously, that game is one of the most tense games you can play. There's so much shit flying at you, the sound effects are nerve-wracking, and that goddamn spider. It still haunts my nightmares sometimes.

What are you thinking about right now?

author=Mr_Detective
*Stabs myself*


That reminds me of the time when I deliberately cut myself with a knife to show it wasn't sharp. Only it was the wrong knife. Still, I didn't feel anything at first: the guy working next to me jumped out of his skin though. When I saw my hand bleeding a while later I had a laughing fit.

Mario's Mansion 2 Review

My dark and terrible secret is that I was considering joining you guys up for this, but I passed on it because I am bad at making ghost houses. :P

Contentious Blog

author=halibabica
There's only so much they can try with a bubble in an otherwise dead end.

You would be surprised! No, tricky isn't necessarily a bad thing, but what I neglected to mention is that said trickiness and slow pacing combined are what brings the level down in my eyes. Now if I remember correctly (its been what? 2 months now?) there is one more glaring flaw. SMBX resets all the level tiles and npcs after you die. Even if you reach a checkpoint, everything will be reset. The checkpoint was pretty early on in the level, because it couldn't be placed out any further or else the player could get stuck in no-man's-land. Therefore, at least when I played it, whenever you die you pretty much have to start back at square one.

I can usually forgive that if the level in question is entertaining enough to not grate on my nerves, as I found Bouncy Bouncy. But that's why being too convoluted is a real detriment: it gets irritating real quick if you can't figure it out or have to jump through a load of hoops. Combine that with the pacing problem: All the back-and-forthing you need to do to reach the end, and how much time you spend in that single section.

Basically I'm disagreeing with DarklordKeinor here: although you can deviate from the traditional Mario format, trying to include gameplay mechanics from another source without compensating for the Mario engine we're working with here (and all it's limitations) is not something that you can do perfectly without a lot of revisions, and even then it probably won't turn out very good. I know firsthand how difficult that can be to get right. With Eversion, you came close to doing so, but the way it stands I don't see it as a candidate for All-Stars.