Iga_Bobovic said:gamingeek said:Played up to the middle of world 6.
Eh.
I think world 5 is great, inventive and fun. I wish all the worlds were like that. World 6 is sometimes annoying, most levels look pretty similar, not that much invention.
If the rest of the game runs through like this it will be like a 83% game for me.
I don't like the darkening the screen mechanic. It's okay once or twice but its getting repeated now and is a cheap way to raise the difficulty in that the game knows where everything is and can cheat you but you can't see stuff.
Bats have night vision and I really enjoyed world 6. World 7 is even better, but who knows if you will like it. It seems that you are more attracted to set pieces than actual level design. You must really like Call of Duty, I guess.
Did you do the level with 2 huge phallic object colliding with each other at full force?
Set pieces are level design. This game has better level design than the DS game but not as good as Super Mario world or SMB3. Some of the level design, hell most of it, isn't actually that imaginative at all.
And the difficulty is artificial, it feels cheap. They've overdone it because of criticisms of the DS game. They set up little traps where you are caught on both sides and have to pull off one perfect jump to get past it, which makes you have to repeat the same section a few times to pull it off.
The themed worlds bore me. As I said the level design in world 5 is consistently better than anything I've seen in the other worlds, because it has better imagination and doesn't rely on cheap difficulty.
Your Call of Duty quip was pretty lame. It doesn't apply to 2D platformers.
I never had the cheapness problem. Yes I died many times, but I always felt it was mine own fault. There was never a leap of faith or an enemy that kills you off-screen. Just because it is difficult does not means that it is cheap.
I feel its cheap at many points because they set traps with a very, very small window for escape and it often comes down to luck getting through some. Like in world 6 there is this level with a zillion of these platforms where you either shimmy along them or drop down and use your hands to negotiate. And of course its here where they decide to put you in a well and dump two sets of rolling balls on either side of you. And sometimes lower a crushing celing onto you so you can't jump high.
Or this bit in the underground world with the boat torch and they have a section with 4 bats and one of them just happens to follow an irregular pattern to every other bat in the game and cinch you in there.
Or the castle on world 6 where they have these roof squares randomly drop spiky balls on your head.
Or even a set of 6 question mark blocks and you have to walk underneath them and they have lakitu drop spines on either side of you.
They've over compensated for NSMB DS difficulty and swung too far on the pendulem the other way. Mario has always been about the perfect balance, like in Galaxy or Mario world and the other Mario games. If their aim was to punish 20 year vets then they succeeded. But this is not why I play mario.
Add this to themed worlds where I'm playing 10 dessert levels in a row or 12 ice levels and it really gets old. Mario is about balance, variety, imagination and fun.
The fun and balance in NSMB is hurt by the difficulty, the variety is hurt by the themed worlds and the imagination just doesn't compare to Galaxy or Mario World or SMB3.
I think it's good, but I think it (could have) been great.
You can "kill" those giant balls with a Pow block. I used one to kill 2 of them and left only two. It made it more manageable. I know exactly the bats you are talking about and I found a way to pass them, but I don't remember how I did it anymore. Lakitu is your own fault. You should not let him trap you.
I really liked the challenge, when I died I blamed myself and looked how I could do better. The next time I did better. Even if I did not die, there were still many "O shit, I am going to die" moments. And when I survived it felt good. Platforming with no threat of dying isn't as fun. The same reason I love Luigi's purple coins challenge in Galaxy. Can't wait for Galaxy 2 and the more difficult and complex levels it promises. You probably will find it cheap, but at least that game will have better set pieces and variety.
I don't think mario games are about difficulty. I dont want a challenge free experience either but it feels like the game was made not with entertaining you in mind, but as if the level designers just wanted to trap, challenge and test you constantly.
1 year bump. I wonder how the game holds up after all this time.
gamingeek said:Music from the game done by an orchestra
That sounds awesome! Where is this taken from?
Dvader said:DKC Returns takes a dump on this game.
Both are great platformers, but DKC Returns does set a new standard in crazy level designs!
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Now Playing: Golden Sun Dark Dawn, God of War Ghost of Sparta, and DKC Returns
SteelAttack said:1 year bump. I wonder how the game holds up after all this time.
Not well. They should have subbed in Wario just to save the legacy -- but then it would not have sold, and that is the entire point of this hobby.
Bats have night vision and I really enjoyed world 6. World 7 is even better, but who knows if you will like it. It seems that you are more attracted to set pieces than actual level design. You must really like Call of Duty, I guess.
Did you do the level with 2 huge phallic object colliding with each other at full force?