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Ranking the Hello games
VinnyVideo |
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I prefer right cornerback

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As I've stated, I love Hello games, and every few months I'm seized by the uncontrollable desire to go back and play one of his games (especially one I haven't beaten).
However, the more you play Hello's games, the more you notice just how unoriginal and repetitive he can be sometimes. A few examples: 1. As far as I know, Hello has used SMW tilesets exactly 0 times in his fangaming career (every once in a while he slips up and uses SMB 3 tiles instead of Black Squirrel's, and SMB blocks show up sometimes on the bottom of flagpoles). SMB 2 tiles are only used in his now-outmoded SMB 2 Engine. 2. Almost all of his platform games that have overworld maps follow a set pattern. There are almost always four worlds, usually based on Worlds 1, 2, 6, and 8 of SMB 3 (in that order). Moreover, every single one of his games (except the violent ones, which I haven't played) opens with a grassy/hilly level, and the second level is almost universally a cave. 3. As for games that lack overworld maps (Revenge of Bowser, Luigi & the Golden Shrooms, etc.), you can rest assured that certain level types are going to appear - grassy/hilly, cave/underground, desert, pyramid, waterfall, pipe maze, ice, and dark. Forest and sky levels are common, too, and usually there are some fortresses, tanks, and/or airships, too. I just don't see how it could hurt him to do something - anything - new, like a battleship level, a vertically-scrolling tree level, a volcano, a SMB 2-style warehouse, or even a SML submarine/airplane level (I must say Revenge of Bowser has a few innovative levels, including a superb Sunken Ghost Ship). 4. Hello has been using Hammer Suits in his engine since almost the beginning, and every Hammer Suit out of a [?] Block or reserve box still shows a couple of extra blue dots from the original sprite sheet that should've been removed. 5. His game thumbnails almost always include a scene from the opening level. Typically, Mario is jumping in a semi-random way. 6. The first part of the opening level in SMB: Kill Bowser (cross a bridge, climb down a vine, and use a pipe cannon to a higher ledge) has been repeated, with slight variations, at least four or five times in Hello games. 7. The first level in each of his games (the grassy/hilly level) uses the big hills background seen in World 1-2 in SMB 3. (Just about) always. Because most of these backgrounds come from SMA4 instead of SMAS, they tend to look like they've gone through the washing machine 50 times, so they look slightly washed out, especially in comparison to the bold Black Squirrel tiles. 8. Since 2007, virtually every room Hello has designed has been 432 pixels (27 blocks) high. This size works well with the SMW backgrounds, but it is possible to design a level that's just a single screen high every once in a while, or even a vertically-scrolling room (seen only in the final room of SMB: Dual Dash). Also, it's sometimes easy to bypass most or all of such levels using tailpower, and these high rooms increase the risk of lag on slower systems. 9. When he used the Ultramario Engine, several mistakes occurred repeatedly: a laggy HUD display during room transitions, a tendency for Mario to "stall" after running up a slope, and not knowing how to use the castle torch-drawer object. You can figure out how to fix all of these by examining the sample rooms included in the Ultramario Engine (or by asking me). Except Hello never goes back and improves older games, unless it's fixing a major bug. I'd like to see him merge some of his older, shorter games into one bigger game with his latest engine; this should be easier to do once a stable GM 8 is released. 10. In his older games, the same songs show up time after time (especially that SMB 2 remix, which appears at least thrice). And I'm puzzled why he used MP3s for songs from games like Yoshi's Island and Super Mario 64 when identical-sounding (and smaller) MIDIs were available. I love most of his recent Ogg Vorbis music, though. 11. Enemy sprites are always based on SMB 3 designs, and nowadays he avoids using SMW sprites even for SMW-exclusive enemies (Rex, Rip Van Fish, etc.). Banzai Bill, oddly, is the lone exception. He doesn't have to do the same thing every time.
But why should I even complain? Hello has given us more great games than any individual MFGGer probably ever will. Hello's are the only fangames that consistently come close to being as good as the originals. And the great Hello Engine 3 lets us all make games relatively easily, and even if it's overused, at least no beginner is going to spend two hours trying to get their jumping Paratroopa not to fall through the floors.
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Course clear! You got a card.
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