hmbk
Koopa Wizard
[ss:Crystal Palace]
Posts: 536
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Post by hmbk on Apr 22, 2010 23:33:57 GMT -5
If Galaxy wasn't linear enough for you... From what I can tell, the entire world map progression is linear. Galaxy's redeeming star of non-linearity was the sheer volume of areas to choose from. Oh well. Maybe Mari0 games just aren't for me anymore. ;_;
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 24, 2010 13:33:04 GMT -5
Bah. I expect Galaxy 2 to compete with Yoshi's Island and Wario Land: Shake It! for the title as best platformer ever.
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Post by Ludwig Von Koopa on Apr 24, 2010 13:46:23 GMT -5
Bah. I expect Galaxy 2 to compete with Yoshi's Island and Wario Land: Shake It! for the title as best platformer ever. Those are ridiculous expectations.
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 24, 2010 13:58:50 GMT -5
Bah. I expect Galaxy 2 to compete with Yoshi's Island and Wario Land: Shake It! for the title as best platformer ever. Those are ridiculous expectations. Hardly. I hold Galaxy 1 to come closer to them than any other platformer, and Galaxy 2 is clearly even better.
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 25, 2010 7:39:29 GMT -5
LUDWIG
WHERE ARE YOU
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Post by Ludwig Von Koopa on Apr 25, 2010 10:30:38 GMT -5
Shush, I was sleeping at 8:39.
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Post by Ludwig Von Koopa on Apr 25, 2010 11:16:17 GMT -5
Okay. Othin.
Let's go over the features of wot makes excellent platformers so excellent... As in, let's go over wot DKC2, Shake It, and Yoshi's Island have in common, okay?
-Amazing style of graphics and animation (I'd put Shake It over YI and YI over DKC2 here) -Absolutely amazing music (No doubt DKC2 is over Shake It and YI, and Shake It miiight just be above YI, although that's debatable) -Levels are filled with secrets gotten through exploration and clever usage of mechanics (YI, Shake It and DKC2 are all equal here. YI has great secrets in every level and the flowers/red coins. SI has the treasures and DKC2 has Kremcoins and DK Koins) -Mechanics themselves provide plenty of room for variation. They are fun to use and applied well in the game (Yes for all of them. I'd put YI > DKC2 > SI here, but they're all fairly close. DKC2 has transformations and how the Kongs work together and have different abilities, along with other things like the different type of barrels. YI has vehicles and numerous power-ups, and making eggs and throwing them is very satisfying. SI has a few 'transformations', the Shaking which is used in all sorts of different ways) -Controls are great and not clunky; they are easy to use (Everyone wins here) -Actual level design is great (Yes, yes, and yes) -The game's difficulty is appropriate with an appropriate difficulty curve (Absolutely yes for all of them. Unlockable levels for Shake It are brutal, the missions encourage you to go back to them when you're more experienced. The bosses are also ridiculous. YI's Extra and Secret levels are ridiculously awesome and difficult, and DKC2? Great curve leading up to the hellhole known as Toxic Tower. Believe it or not, Lost World ISN'T difficult. This is one of the areas where YIDS fails HORRIBLY) -Satisfying game length (YI wins here, then DKC2, then Shake It! Shake It! is boosted by the hidden stuff to a level of satisfaction, however) -Great boss battles (They're definitely inspired for all of them) -Motivating storyline and good enough characters (Storyline is an additional factor to the motivation of you wanting to beat the game. DKC2 wins here with its very colourful characters, then YI because you have an actual reason for going through the story with Kamek there every four levels, and Shake It is last here... Although I found Captain Syrup sexy anyways so it doesn't matter)
Now tell me how Galaxy performs for all of those and I'll refute.
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Post by Ludwig Von Koopa on Apr 25, 2010 11:18:07 GMT -5
Also, the fact that DKC2 wasn't in your Top 40 list leads me to believe you never have played it. That makes Rawk sad at you.
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Red Ninja Koopa
Koopa Wizard
Here was the Planet Creator[ss:Shadow Creature]
Posts: 552
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Post by Red Ninja Koopa on Apr 25, 2010 12:03:57 GMT -5
Okay. Othin. Let's go over the features of wot makes excellent platformers so excellent... As in, let's go over wot DKC2, Shake It, and Yoshi's Island have in common, okay? -Amazing style of graphics and animation (I'd put Shake It over YI and YI over DKC2 here) -Absolutely amazing music (No doubt DKC2 is over Shake It and YI, and Shake It miiight just be above YI, although that's debatable) -Levels are filled with secrets gotten through exploration and clever usage of mechanics (YI, Shake It and DKC2 are all equal here. YI has great secrets in every level and the flowers/red coins. SI has the treasures and DKC2 has Kremcoins and DK Koins) -Mechanics themselves provide plenty of room for variation. They are fun to use and applied well in the game (Yes for all of them. I'd put YI > DKC2 > SI here, but they're all fairly close. DKC2 has transformations and how the Kongs work together and have different abilities, along with other things like the different type of barrels. YI has vehicles and numerous power-ups, and making eggs and throwing them is very satisfying. SI has a few 'transformations', the Shaking which is used in all sorts of different ways) -Controls are great and not clunky; they are easy to use (Everyone wins here) -Actual level design is great (Yes, yes, and yes) -The game's difficulty is appropriate with an appropriate difficulty curve (Absolutely yes for all of them. Unlockable levels for Shake It are brutal, the missions encourage you to go back to them when you're more experienced. The bosses are also ridiculous. YI's Extra and Secret levels are ridiculously awesome and difficult, and DKC2? Great curve leading up to the hellhole known as Toxic Tower. Believe it or not, Lost World ISN'T difficult. This is one of the areas where YIDS fails HORRIBLY) -Satisfying game length (YI wins here, then DKC2, then Shake It! Shake It! is boosted by the hidden stuff to a level of satisfaction, however) -Great boss battles (They're definitely inspired for all of them) -Motivating storyline and good enough characters (Storyline is an additional factor to the motivation of you wanting to beat the game. DKC2 wins here with its very colourful characters, then YI because you have an actual reason for going through the story with Kamek there every four levels, and Shake It is last here... Although I found Captain Syrup sexy anyways so it doesn't matter) Now tell me how Galaxy performs for all of those and I'll refute. May I add in? I'm not saying that Galaxy is better than YI or DKC2, but Galaxy 1 does perform well in a lot of those areas. Graphics- They are definitely spectacular Absolutely Amazing Music - www.youtube.com/watch?v=WsAFpdAgh6ASecrets gotten through exploration- True enough Galaxy is limited in those. However, I think Super Mari0 64 and Super Mari0 Sunshine were limited in those as well. What could you possibly collect every level besides the star, a 1 up mushroom, or some special coins? Miyamoto's 3D platformers also had optional secret levels but you could really only discover them through exploration in Super Mari0 64. Mechanics provide variation- There is some variation but not as much in the games you listed. Galaxy tries to be simple and it works. Controls are great and easy to use- Yes Level design- I think the levels were also designed well. Galaxy 2 looks like it will have better level design than the first. Difficulty- I'm not one to judge. I suck at many platformer games so I think it is plenty difficult. Satisfying game length- Well you could certainly make it longer by collecting all the stars again as Luig1. Boss battles- They were ok. You should define what makes a great boss battle. Motivating Story line- oh heck no. From what I can see, Galaxy does have strength to stand up to those other platformers.
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Post by Ludwig Von Koopa on Apr 25, 2010 14:03:13 GMT -5
Boss battles are fun to play and are engaging/interesting. Memorable is good too. I dunno, Othin likes bosses.
All I remember from Galaxy was Kamella and that stupid boo thing with the rocks that was ridiculously difficult in the comet challenge.
See, Shake It/DKC2/YI have good enough level designs that if a Luig1 thing was in there, I'd go through it. Galaxy? I was ridiculously bored by Luig1 by the end of the first Bee Galaxy or wotever.
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 25, 2010 18:11:45 GMT -5
Also, the fact that DKC2 wasn't in your Top 40 list leads me to believe you never have played it. That makes Rawk sad at you. DKC2 wasn't on my Top 40 list because the platforming remained just as abysmal after three worlds as it was at the beginning. I wanted to like it, but I couldn't bring myself to keep playing a game where you're constantly floating off of the platforms and into instant-kill pits. If you can come up with an idea for what I'm doing wrong and how to fix it, I'll replay the game and reconsider my opinion of it, but until then, it's not coming anywhere close to my list. Galaxy > Shake It >>>>> Yoshi's Island >> DKC2 in graphics. I don't believe this takes any explanation. Bullshit. Yoshi's Island and DKC2 have great music, but there is no fucking way it's anywhere near Shake It's music. Or Galaxy's, for that matter; Galaxy's music is about as good as Shake It's. I say Shake It wins here, though. They all do well, but Shake It has a clear win here, followed by Yoshi's Island. DKC's secrets clearly aren't as good as those in the other two. Admittedly, Galaxy loses here. Shake It ~ Yoshi's Island >> Galaxy >>>>> DKC2 in mechanics. Kong switching can be useful, but it's extremely boring most of the time. Yoshi's Island has eggs, but Shake It has better puzzles, so they're about tied here. Galaxy also has great puzzles most of the time. Shake It, Yoshi's Island, and Galaxy all win; Galaxy decidedly more so than the other two. DKC2, though? Please tell me you're fucking joking. See controls, except Shake It is the clear winner and Galaxy's about tied with Yoshi's Island. DKC's levels aren't bad, per se, but they're definitely worse than the other three. See the previous two, except Yoshi's Island wins instead. DKC2's difficulty curve is fucking terrible. No real difference between the four here; they all do great in this area. Yoshi's Island perhaps moreso than the others and Galaxy perhaps less, but the difference is minimal. Not that I can really speak for DKC2's length, but whatever. Shake It >> Yoshi's Island > Galaxy >> DKC2 in terms of bosses. Shake It and Galaxy illustrate the story extremely well with cutscenes at the beginning and end of each game. It's too different a style of storytelling to say objectively whether it's better or worse than that of DKC2 and Yoshi's Island, but all of them did well in different yet similarly effective methods of storytelling, so I'd say they're all about tied. All of this adds up quite well to my original standpoint: Shake It > Yoshi's Island >> Galaxy >>>>> DKC2.
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Post by Ludwig Von Koopa on Apr 25, 2010 19:47:55 GMT -5
...Maybe because I've listened through Serious Monkies several times, but DKC2 has one of the best soundtracks ever. YI's probably has the weakest soundtrack of the four, and its soundtrack is probably the weakest part of the game. And with amazing music as it is, that's saying something about the overall quality of the game. You ARE doing DKC2 wrong. Floating off the platforms? o.0 Here's how Diddy and Dixie work... Dixie: Float everywhere, completely sexy. Diddy: Can roll off a platform and then at the end/anywhere in the roll, can jump in the air. They also can team up and throw each other to greater heights. Diddy and Dixie have different throwin' angles. Falling into the insta-kill pits is pretty hard to do with all of the options given to you to get over them. The only good Galaxy puzzles/level design I remember is the Ice power-up where you wall jump between the two waterfalls. THAT was bloody excellent. I can't quite remember the other levels or wot they did, although my favourite galaxy in the game was the one with the cookies and the awesome SMB3 music. Toy Time Galaxy was also terrible and ruined with fucking Spring Mari0. I also remember the Desert Galaxy with the bullet bills and the cages, but that was already done several times earlier in the game. I also remember several water levels, including one with an underwater giant boss and you threw shells at it. Terrible controls, however. The one with the racing with the shark or wotever was sort of boring. And the one with the... I think the penguins and the treasure in the water was okay. A lot of the fire-ice galaxy, if I remember correctly, was really painful. I'd put DKC2 bosses above Galaxy ones. I really loved King Zing with Squawks. The second Krow fight was done well. Kleever was also epic. Kerozene was the obligatory hands + head Nintendo boss, true. Meanwhile, all I remember of Galaxy bosses was Kamella, who was lame, Bowser Jr., who was lame, Bowser, who was lame but aided by epic music, that stupid Mole, who was ridiculously difficult, Boldergeist, who was ridiculously difficult, that dumb Piranha thing, who was fail. So I didn't like any of the bosses from Galaxy. Graphics wise, I'd put it at Shake It > Galaxy = YI >> DKC2. I simply liked the artistic direction of Shake It better, but in a couple of years (or maybe even one year), I'll put YI > Galaxy in Graphics. You know wot they say, style never gets out-dated, but games relying on graphical impressiveness will get out-dated. Which is why Wind Waker has the best graphics of any Zelda game. Galaxy has pretty much no secrets in its levels. The 'secret' stars are from those fatass hungry Lumas, and in the desert Galaxy I found the 'secret' star before the actual star, believing wot I was doing for the 'secret' was wot you were supposed to be doing. This happened with pretty much all of the 'secret' stars that didn't involve hungry Lumas. Galaxy's game length is from replaying the same levels over and over again for the damn comets. DKC2 is pretty easy. Much easier than DKC3. Galaxy gets too difficult at times and easy at other times. I found those final three gimmick levels pretty fun though. I know developer's intentions have nothing to do with the actual result of the game, but Galaxy would be a LOT worse if not for Rosalina's storybook. Maybe it's because I'm accessing DKC2 and YI via GBA, but DKC2 does not have bad controls. I will admit that DKC2's secrets are perhaps lesser than YI and SI, which is why I put YI and SI above DKC2. DKC2's best feature is its music and Dixie's sex appeal, I'll admit this. For a more zealous defense of DKC2, ask Rawk. Galaxy's level design is a bit boring and very obvious, with the linearity. I also remember the Dreadnought Galaxy. Besides the EVIL TRASH MINIGAME, I remember how you had to avoid the electricity with the pull stars. That was a lot harder than it should've been. As a hidden secret in YI once said, every level has hidden stuff in it. Shake It probably does have the best level design for the levels that take great consideration in the running back to the beginning of it half of the level.
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 25, 2010 20:37:12 GMT -5
Wait, you can jump in mid-air? How?
And I never really figured out how to throw... maybe that's part of the problem. Regardless, Galaxy > DKC2 for non-furries. I'll write a full rebuttal tomorrow.
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Post by Ludwig Von Koopa on Apr 25, 2010 20:40:15 GMT -5
Wait, you can jump in mid-air? How? And I never really figured out how to throw... maybe that's part of the problem. Regardless, Galaxy > DKC2 for non-furries. I'll write a full rebuttal tomorrow. ...I'll film how to. <_<;
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 25, 2010 20:45:31 GMT -5
Just say it. Camera filming sucks.
I play the same version as you, if that matters.
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Post by Ludwig Von Koopa on Apr 25, 2010 21:12:30 GMT -5
Just say it. Camera filming sucks. I play the same version as you, if that matters. Are you calling my videos low-quality?! Diddy Kong rolls off the platform with the roll button. While in the rolling animation, press the jump button. ...You dunno how to throw? -_-; For throw, you need both Kongs. Press R. Now you can throw the other Kong in the same way you'd throw a barrel and you can fully directional influence the way they are thrown. Diddy throws more forward. Dixie throws more up.
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 26, 2010 14:38:16 GMT -5
I'm calling the recording method low-quality.
Never really bothered trying to throw, and I don't have the instruction booklet.
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Post by Ludwig Von Koopa on Apr 26, 2010 14:45:15 GMT -5
I'm calling the recording method low-quality. Never really bothered trying to throw, and I don't have the instruction booklet. The actual recording is fine quality. Wot do you care about the method?
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Roy Koopa
Hammer Bro.
[ss:Captain Vul]
Posts: 319
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Post by Roy Koopa on Apr 26, 2010 16:55:46 GMT -5
Eh, true.
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Post by RawkHawk2010 on Apr 26, 2010 18:22:29 GMT -5
The cartwheel jump is what makes Diddy his own character. Dixie is always the answer to horizontal transport, but increasing elevation in mid-fall to get access to certain banana tokens and bonus areas is the only reason why you would ever use Diddy over Dixie in the first place.
Throwing was never capitalized on until DKC3, though, so not knowing how to do that isn't really a big deal.
@ludwig: I don't recall Galaxy being difficult in any particular area. Any frustration I had stemmed from my own recklessness.
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