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« on: July 30, 2014, 04:59:03 PM »
Hm. WELL...
We played all the way up to like World 7, then it got really late. The game actually wasn't really well received, between those playing and watching. I wish I had recorded it all directly onto my computer, because there were a LOT of glitches or just signs of poor game design that we kept encountering. I'll try to list out what I can remember though:
Checkpoint locations. While the checkpoints are nice, the locations are awful in a lot of levels. Take level 1-2 for instance, where mere seconds after starting you can be killed by a flying fish. I mean, almost HALF A SECOND later you can be killed. This checkpoint would have been better used if it had been moved farther left before that bridge. There was another stage, one of the pitch black ones, that upon starting the level from the checkpoint, have enemies just a few pixels away from you on both the right and left side that just sort of pincer attack you.
You can't jump through the bottoms of bridges, as one would normally expect to be able to do, but you can jump through the bottoms of the "tree" tops, which you weren't able to do before.
Bad enemy placement. A lot of spots where the enemies just clutter the screen, and slow things down. If you're working with an engine that can't handle it, maybe work around that, and cut the enemies back. It's not entirely necessary to have 3 koopa troopas walking hand in hand in various spots. On top of this, sometimes, the placement was just weird and caused unnecessary deaths. For instance, in I believe the first underwater stage, there are cheep cheeps swimming left and right in a pattern, however, one of them slightly swims over a tower, and gets stuck, glitching out on it trying to turn left and right before eventually popping back out. Not only does it look bad, but it makes things really unpredictable.
The MUSIC. asdfasdf. Man, I people actually yelling at us to turn off the music, and honestly, I agreed. The biggest gripe was in World 3, with the weird like "spooky takes" on the music. It came across so bad, and so grating, that it was actually getting people angry listening to it. It sounded like trying to teach a child to play piano or worse, a recorder (those shitty plastic flutes) and they kept hitting the wrong notes. I understand the idea behind it, but the execution was very poor. You could tell that it wasn't put together by somebody who has a strong musical sense, mainly because of most of the notes were like oil and water.
On top of that, the poor selection of music in some stages over all. I know it's nitpicky, but man, in the Mario 2 stages, a nice Mario 2 remix song would be great, not the Mario 3 athletic theme again, or WORSE, practically ANYTHING from Super Mario Land 2. When we all wanted to hear a song from Mario Land 1, we got one of the worst, being the underground theme. Again, nitpicky, but bad music can ruin a game.
Level design is up next, some of the designs were good, some were just bad. Really bad. Making us ride a shy guy across a screen with literally NO DANGER for almost a solid minute isn't fun. It isn't enticing, it isn't good. It's bad. Also, this being a remix, it's a chance to pull the GOOD from the games and get RID of the bullshit, but in this 3Mix's case, it was like it was all or nothing, so if a level in one of the original games had kind of a shit design (Mario 2's in particular) that was just repeated. Mario 2 was built to be a vertical game, screen scrolled at proper times when going up, in this, when climbing a long vertical screen, you could blindly jump straight into an enemy.
On top of this, backtracking and pointless searching. Jesus, the backtracking. Play through a level, hit a switch, walk backwards through the level and wait for that awkward pause when a pipe raises from the ground. This was ESPECIALLY unnecessary in a ghost house where THREE pipes raise up, and you have to go through all of them to get to the end. By this point, you're just so tired of the stage, you want to hurry up and finish it.
Mario games, are hardly about searching all over the damn stage for a way to ... continue the stage. There was an airship where you go down a pipe A. You come up pipe B and to your left is a check point and some ? blocks. To your right is what seems to be an impossible jump (it is) and a wall and a pit. So what do you do? Can't go left, can't go right. OH, go back DOWN Pipe B and magically appear in Pipe C, the room before the boss battle! How are we supposed to know to do this? Why make us sacrifice lives to find this out? It isn't "hard," it's annoying. Another similar situation is in one of the third world's levels, you hit a P block right infront of a pit with some of those pincer enemies. They turn into coins, leading anyone to believe that there is a secret down there, so you jump to grab them annnnnd die. Great. Thanks. That wasn't a "hard" nor a "fun" thing. It's a lame ass death that makes you replay the beginning part of the stage again and artificially continue onward.
If something looks bad, by the way, take it out. I mean that visually. For instance, in a moving (ugh) stage, there is a spot where the ground kind of goes up like steps, and what happens below it? The lava has the same pattern! But boy oh boy does that look stupid. Solid, square, lava steps. Have you seen that in Mario? I haven't. You gotta look at things and decide if it looks professional or not, or else it comes across a just a kid editing a game thinking to himself how "cool" and "original" he is being.
The GLITCHES were some of the worst. I watched a friend of mine midway through a level hit a row of ? boxes, then suddenly bam, level over. He beat it somehow. Course Clear. Meanwhile, I grabbed a flag pole and beat a level in the Galaxy themed ones, only to have the gravity switch and send my character flying off the top of the screen to DIE making me replay it AGAIN. The gravity thing, while a neat idea, was poorly executed and you hardly had any idea if it was going to work or not. Same with Yoshi. Neat, but felt forced. Doesn't even have an animation for going down pipes, and over all just seemed clunky sometimes. Also, he barely runs away. The dinosaurs that get crushed on the first jump had a tendency to walk backwards after being hit, which always looked goofy. It needs a lot more play testing to iron this stuff out. Bowser Jr fight where he chucks shells at you? Half the time, he can just hit himself with them.
Speaking of the bosses, jeez. One, why can you jump on Bowser? Ruins the fight. Two, the fight shouldn't be like paused until you are in his damn face. Three, again, GLITCHES. I had a time where I hit the switch to drop the bridge, Bowser, not giving two fucks, jumps over to me tossing hammers and fire, and what can I do? Nothing. Die. Because he was able to do that. Because the scripting there is terrible. It doesn't even pause the screen or anything, you can still walk off the ledge after you kill him (that is if he doesn't kamikaze you first.) The Wart battle is suddenly this weird step up in difficulty, until you realize you can just hug the left corner and jump straight up and wait for the shy guy to walk to you. The weird ... big ... boo fight. WHY? WHY have that if you CAN'T DIE? You make me do a fight where I HAVE to freeze a dry bones and awkwardly kick it into the enemy (when keep in mind that there is almost NO ROOM to do this effectively) but at the same time you supply UNLIMITED suits! Where is there challenge? This took longer than it should have only because of getting stuck in the suit on/suit off animation when it kept coming up the pipe and I was on the damn ghost. You're invincible in that fight. It's just dumb waiting. Waiting for a really dumb opening, but if you get hit? Who cares? FREE SUIT. And why does the little boo it's with not get scared when you look at it? At least that would keep the two SEMI separated as opposed to being hand in hand. The next boo/bowser jr fight was also really easy, and the sprite was ... bad. It also looked poorly drawn. Going back to that one where Bowser Jr throws shells at you and drops fire pillars, in between each hit, he seemingly drops random bob-ombs down. There is no pattern to this, meaning there is NO safe spot to be, because sometimes you will be on the left side and they will ALL fall there, trapping you, can't do anything, just ... die.
Speaking of bob-ombs, there is part of a stage built entirely of material where they can destroy it by blowing up. The whole stage is destructable and they are EVERYWHERE. So they can just blow the entire stage apart. Does anyone need to say why that's bad? Or a poor choice of idea? Sure, if you want them to blow up PARTS of the stage, sure, okay, I guess, but don't build entire sections out of desctructable blocks.
Other things: Why have ghost houses in Mario 1 and 2 themed worlds? One, the ghost houses with the limited colorset of the NES just look ... bad. The boos are lame too. Why not use the actual Mario 3 boos and edit them accordingly? Why do boos relentlessly chase you, even while you stare directly at them? It just leads to getting trapped in certain areas sometimes. Why have a circle of boos hugging a ledge so hard, with a platform below it that you absolutely cannot see? Blind jumps are all over this game, and some of them, if you take them TOO far, you either die, OR pass up a check point because little did you know you were supposed to blind drop from the cliff.
The level design a lot of the times was just riddled with us (and viewers) questioning "why?" This is all I can actually say purely from memory, but if I had taken the time to write it all down as it was happening, or went back and watched the stream again, man ...
I will say this, the idea is really cool. It was a great idea, but poor execution. Maybe everyone was being too harsh, but I mean, over all it was just not well-received. It's probably better than a decent amount of hacks, but it still feels like a hack. It is still presented like a hack.
I feel pretty bad having such a large list of stuff here, but at the same time, I'm a pretty firm believer in constructive criticism. I hyped this up a lot before showing everybody, so maybe the expectation on mine, and their part was too much, but over all I won't say I HATED it. In fact, I'll probably still finish it, but it just felt so incomplete, and very amateur at certain parts.
So uuhh... Take of that what you will.