| |
Super Mario Bros: Shine Pursuit, Shine Collecting Game
Grant |
|

John Freeman said
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Sprite Comp Winner Badge (2) [*]](https://archive.mfgg.net/html/badges/scg2.gif) ![Sprite Comp Top 5 Badge (2) [*]](https://archive.mfgg.net/html/badges/sct2.gif) ![Drawing Comp Winner Badge (2) [*]](https://archive.mfgg.net/html/badges/dcg2.gif) ![Drawing Comp Top 5 Badge (1) [*]](https://archive.mfgg.net/html/badges/dct1.gif)
![Minigame Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/mcg1.gif) ![Minigame Comp Runner Up Badge (1) [*]](https://archive.mfgg.net/html/badges/mcr1.gif) ![Secret Santa Badge [*]](https://archive.mfgg.net/html/badges/present.gif)

Group: Members
Posts: 8260
Member No.: 2900
Joined: 31-October 06
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
Crap, forgot to comment on the music.
The music wasn't bad in and of itself, but in my opinion it didn't fit a Mario game at all. Mario music may be able to vary a lot, but in ordinary in-game scenarios it tends to have a fairly fun, light-hearted, happy feel to it. And there are almost never electric guitars in Mario music, particularly not to the extent that they're used in the map screen music. To put it briefly and bluntly: I think the music choice was bad for the game.
Also, now that I've played it more, I realized that the difficulty really is extreme, and there are some bugs and level design flaws that definitely need ironing out because they can screw up things majorly. It seems like I often can't even beat the first level because I accidentally do something that gets me trapped in the level - for example, if I waste a P-switch (this has happened both because I at first didn't realize that P-switches shouldn't be wasted - levels should be able to be beaten the first time through, regardless of the fact that you're unfamiliar with the layout at first - and because once a P-switch got flattened for no reason as I kicked it, and the blocks/coins didn't change. Also if you get hit after getting the mushroom at the start of the level, and haven't broken the bricks yet that block the next part of the room, you'll be trapped as well. Given these facts, as well as the huge lag and the tons of backtracking needed in the level, the result of playing the game can often be having to restart after playing the first level for what seems like an incredibly long time, which is very highly frustrating.
I still think the concept is good, though, and I still want to get further in the game because I want to check out how you accomplished the Chomp's AI.
LATER EDIT: Finally got to a Chomp. I see it's programmed the "simple" way.
One other thing I feel I should mention: Those minigames are very interesting in concept, but I think they would be better if they were just optional - being made to play through them each time you go through the game makes the game take forever.
This post has been edited by Grant on Aug 26 2007, 11:45 PM
--------------------
 | QUOTE (oh youtube trolls) | | u guys r retarded hippocrates |
| QUOTE (Piemanthe3rd) | | Pie is not random. I wish people would realize this. |
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
[ Script Execution time: 0.0779 ] [ 13 queries used ] [ GZIP Enabled ] [ Server Load: 1.27 ]
| |