Just started World 6 and I'm starting to really hate the waggle roll. I don't mind hard games, but when I'm dying half the time because I didn't flick my wrist hard enough, I'm not impressed.
So how are you supposed to get more than one hit on the little tiki guys inside the boss characters? I got more than one once, but I cant seem to do it again. Im using the remote held sideways (if that matters).
So how are you supposed to get more than one hit on the little tiki guys inside the boss characters? I got more than one once, but I cant seem to do it again. Im using the remote held sideways (if that matters).
Just beat the first world. Game is pretty fricken fun. Some of the physics need a little bit of getting used to, but overall pretty dang good so far. Very pretty too. Not SMG good looking imo, but pretty nice nonetheless.
I think I'm actually even enjoying it a little bit more than NSMBW. :O
Haven't spent much time with the game (I don't own it myself), but...
The surprising: the waggle isn't as bad as feared. It would have been better with a button, but at least it's not completely broken.
Weird complaint: there is too much shit going on in the game. It's like playing Smash Bros., and in a negative way. Literally, I sometimes lose track of where my damn character is on the screen.
So, has everyone spotted the classic Nintendo character who makes a cameo appearance in the background of Foggy Fumes (Stage 7-1)? SPOILERS:
It's Mr. Game & Watch, and he can be seen hammering some pipes at 0:27.
There's also a reference to arcade Donkey Kong at the very beginning...
Such a brilliant stage. The novel use of smog for silhouettes, as well as platforming in the background and the sheer amount of detail in said background (girders, smokestacks, fans, brickwork, pipework, clockwork, etc), all make for a compelling intro to the Factory. One of my faves!
Haven't spent much time with the game (I don't own it myself), but...
The surprising: the waggle isn't as bad as feared. It would have been better with a button, but at least it's not completely broken.
Weird complaint: there is too much shit going on in the game. It's like playing Smash Bros., and in a negative way. Literally, I sometimes lose track of where my damn character is on the screen.
Just got to the factory levels. Really like the little details in the silhouette level, like Mr. Game & Watch working on the pipes, as well as the tribute to the original Donkey Kong game with the entire level all messed up in the background. Also, it's a little fun to see Donkey Kong sitting down and playing a DS and then throwing it away. Love the game.
On the flip-side, I can't figure out why clinging to walls and (especially) vines requires a button. The only thing you're going to do from the "cling position" is pound and jump/drop off. That being the case, grabbing should be automatic for surfaces that support it. Having to hold an extra button for vine swinging is annoying.
I completely disagree. Having to hold the button, versus it being automatic, certainly adds something to the experience. Especially when you're constantly shifting from clinging and not-clinging.
Just got to the factory levels. Really like the little details in the silhouette level, like Mr. Game & Watch working on the pipes, as well as the tribute to the original Donkey Kong game with the entire level all messed up in the background. Also, it's a little fun to see Donkey Kong sitting down and playing a DS and then throwing it away. Love the game.
I have to say that while the game is very well made, the "shake to do action x" deal has not worked out at all for me. Much too much shaking going on when I just want to play through a level. i think this is the first Wii game I've played where waggle has actually been an issue.
I think the reason that waggle worked in Galaxy was that it served one specific purpose--the spin. That was more or less it for the core gameplay. In DKCR, though, it is used for several actions--rolling, blowing, and pounding. This really hasn't worked for me--the tactile feel of the Galaxy games is gone in this one. I actually had to stop playing because I did not have as much control over DK as I would have liked.
And when people say rolling isn't necessary, all I've got to say is that rolling and then jumping offers the smoothest gameplay by far (or SHOULD offer the smoothest). There is a certain flow that comes with doing that, and it's great--it's just too bad that such fluid control had to be (in my experience) limited because of waggle controls that were pretty obviously forced into the game by higher ups at Ninty.
Okay, I beat it, sans all the Kong letters and puzzle pieces. It's great. Plus, there's plenty of incentive to keep playing after you beat it.
I think this could very well be my GOTY.
My biggest complaint about the game is, it was almost... too hard. If I don't feel like I do a little bit better each time, I will start to get annoyed. There as one level in World 6 (Cliff)
with spiked balls rolling around
which I ended up going nowhere fast for a while, and I started to get annoyed. It would have helped sooo much if they had Diddy after the last checkpoint.
Another big complaint is the rocket barrel driving levels. One hit kill with that level of precision is not fun. I'm okay with one hit kills on the cart levels, but not for the rockets.
Last complaint is the "waggle". Not too bad for regular use, but it did cost me a few lives, and isn't so good for speedrunning. (Tried it sideways style.)
To be fair, there's the Super Guide, but I didn't want to use it. At least it's there, though.
Somehow I enjoyed single player more. I had a friend over and we were both excited to play it but at the beginning of world 2 it was pretty obvious we would rather each play by himself. We played the entirety of NSMBW together.
I have to say that while the game is very well made, the "shake to do action x" deal has not worked out at all for me. Much too much shaking going on when I just want to play through a level. i think this is the first Wii game I've played where waggle has actually been an issue.
I think the reason that waggle worked in Galaxy was that it served one specific purpose--the spin. That was more or less it for the core gameplay. In DKCR, though, it is used for several actions--rolling, blowing, and pounding. This really hasn't worked for me--the tactile feel of the Galaxy games is gone in this one. I actually had to stop playing because I did not have as much control over DK as I would have liked.
And when people say rolling isn't necessary, all I've got to say is that rolling and then jumping offers the smoothest gameplay by far (or SHOULD offer the smoothest). There is a certain flow that comes with doing that, and it's great--it's just too bad that such fluid control had to be (in my experience) limited because of waggle controls that were pretty obviously forced into the game by higher ups at Ninty.
You can't spam roll-jump in this game as much anyway, because they greatly increased the length of the jump. At times a roll jump will send you to your doom and disrupt the flow when you have to re-adjust the jump in mid-air.
I just unlocked 1-K and I thought it looked easy from the videos. I keep getting to the point where you have to bounce off of a drum enemy over some spikes onto another enemy. The problem is for some reason I can never do the high bounce off of the first enemy even though I do it consistently off of every other enemy in the level. But you get so many coins earlier in the stage that loosing all my lives is a non issue.
I tried 1-K this morning more than 30 fucking times, and I couldn't beat it. I rage quit.
After lunch, I played some stages of the fifth world (the one I'm at), and then I came back.
I just unlocked 1-K and I thought it looked easy from the videos. I keep getting to the point where you have to bounce off of a drum enemy over some spikes onto another enemy. The problem is for some reason I can never do the high bounce off of the first enemy even though I do it consistently off of every other enemy in the level.
The weird thing is that I have no problems high bouncing with Diddy. It was only an issue in the first 2 levels. But I still can't make this easy jump.
If I'm remembering correctly you are dropping from a higher position onto the first drum that requires a bounce so the window for hitting the high bounce comes and goes pretty quick. Not only that, but I tended to lose whatever groove I was in whenever I approached that drum because I tensed up knowing how many times I died there before. After around 30 attempts at that level I had it down pretty well, but up until that point it felt impossible.
f I'm remembering correctly you are dropping from a higher position onto the first drum that requires a bounce so the window for hitting the high bounce comes and goes pretty quick. Not only that, but I tended to lose whatever groove I was in whenever I approached that drum because I tensed up knowing how many times I died there before. After around 30 attempts at that level I had it down pretty well, but up until that point it felt impossible.
It's not like NSMB where you can just frolic through the game with small children or your wife.
Co-op is a challenge. I play with my friend who has the game too, and we are both skilled 2D platformers. We do a fine job. There are times (usually when there are breaking platforms) where it just makes more sense for Diddy to jump on DKs back.
I like it, but the game is clearly designed around one-player.
What do you prefer from the older titles? I do agree with the major sentiments that the music is better in the SNES titles, but in level design and variety DKCR bests SNES incarnations handily.