i think i'm angry at bramble scramble
http://www.youtube.com/watch?v=vhe3vSe-mmw
the level wasn't very hard, and the music wasn't particularly memorable. why push the nostalgia button for nothing?
the level wasn't very hard, and the music wasn't particularly memorable. why push the nostalgia button for nothing?
The speed run of Bramble Scramble is pretty cool though. But yeah, I didn't like that stage very much either.
People hate underwater levels yet they said Returns was missing them dearly.
I'll never find underwater levels better than non-water levels probably but the controls Retro was able to achieve for these parts in Tropical Freeze are about as good as you can make it while still conveying the difference of the environment.
I love how they subtley changed the appearance of water level to water level.
Why do you continue to hurt me Hawk?the level wasn't very hard, and the music wasn't particularly memorable. why push the nostalgia button for nothing?
Well each to their own but I'm not sure relaxing is how i'd describe most water levels in the original trilogy.I much preferred water levels in the original trilogy. The controls were tighter (tap A to ascend, and hold up/down to increase/decrease the height you gain), and there was no oxygen meter. I don't know why Retro decided to add an oxygen meter; underwater levels are supposed to be relaxing (except for when there's a setpiece, like Irate Eight).
I thoroughly enjoyed water levels in the original trilogy, but they were my least favourite levels in Tropical Freeze (though I don't hate them).
Funny how that works, I found 2-K pretty easy as well but 3-K gave me much more trouble if only for the final obstacle.2-K is pretty easy, all things considered. I made it to the walrus after the flying penguins on my first try. It's not even World 2's hardest stage, Skowl gave me more a lot more trouble.
3-K is much more annoying.
the level wasn't very hard, and the music wasn't particularly memorable. why push the nostalgia button for nothing?
the level wasn't very hard, and the music wasn't particularly memorable. why push the nostalgia button for nothing?
It's really strange that even though they have a remix of bramble blast they didn't use it for the one bramble themed level in the game.
regarding the specific parts that i disliked- the jumping is still bad. i shouldn't have to guess if i'm going to super jump off an enemy.
How does grabbing a vine make zero sense and equate to bad design? If you're going to say things like that, you can at least explain why.
The rest of your review is fine because you are certainly entitled to your opinion, but seriously, own up to your own failings on this one. The vast majority of people have no problems with this.
it does something different from the vast majority of platformers for absolutely no reason. the game knows it's doing something different from the vast majority of platformers for absolutely no reason because it has to explain it to the player through graphic indications.
There's no guessing involved with the superbounce.
Yo did Dax ever finish that final rocket barrel level?
If she didn't, put me in her camp because I dont know if I'm going to be able to muster up the perseverance to beat the final boss.
I've had a real issue with that and 2D platformers over the past generation. The last 2D platformer I totally completed was NSMB. I burn myself out because I do a full collectathon for my first run. TF has taken me so long, and now to reach this...I mean, I totally expected to get my ass handed to me, but at this point I just can't do it.
Hopefully down the line. The game really is one of the best 2D platformers, let alone game experiences I've ever played.
Yo did Dax ever finish that final rocket barrel level?
If she didn't, put me in her camp because I dont know if I'm going to be able to muster up the perseverance to beat the final boss.
I've had a real issue with that and 2D platformers over the past generation. The last 2D platformer I totally completed was NSMB. I burn myself out because I do a full collectathon for my first run. TF has taken me so long, and now to reach this...I mean, I totally expected to get my ass handed to me, but at this point I just can't do it.
Hopefully down the line. The game really is one of the best 2D platformers, let alone game experiences I've ever played.
There's no guessing involved with the superbounce.
Except that there are times where you may not want to grab a vine, or other cling-able surfaces...
This is really the oddest complaint; particularly from one who played the original and should be used to it.
Im going with Dixie. She's been my #1 throughout the whole thing. Using a heart and two juices.
Granted, I've died less four times, but I'm real, real hard on myself with stuff like this so it's definitely all me.
It's one of those situations where I'm like "Dude, you beat W101. You can beat this." (Even though Im well aware they're two totally different games, though both require precision and timing)
But it just hasn't rolled that way. Yet, anyways =/
Are you enjoying the game though, Ani?
Your avatar always makes me think you're pissed all the time and hate the world.
original as in dkc or original as in dkcr? dkcr also added shake to roll, shake+down to blow, and one was sidelined as merely an option while the other was removed completely. just because something was in the previous game doesn't mean i should be happy with it, or that it works.
in instances when i don't want to grab a vine or other clingable surfaces, i tend not to jump towards them. i am having a difficult time remembering anything of the sort from dkctf's basic level design.
it's clearly better that when a button is held down that the superbounce happens, versus having to time it at a specific moment before contact with the enemy. with one, controls are secondary. with the other, i have to worry about the controls before i worry about the level.
As in DKCR. Shake to roll wasn't removed; the game plays identically to DKCR if you use the Wii Remote and Nun-chuck. Changing game mechanics isn't the same as changing controls, and they didn't change the controls--merely added more options to it.
There are plenty of times when one may not want to grab a vine, such as in the zip-line level in World 2.
It's a pretty wide window. I'd say almost a second and a half. It's certainly not a concern and definitely not random.
the window doesn't make sense. it's a useless thing to have in the game.
why not other pointless elements?
actually that's a level that highlights how much more frustrating it is to keep in mind what buttons to press. it would have been so much simpler to just push down on the controller to have dk drop to lower vines.
the window doesn't make sense. it's a useless thing to have in the game.
The trick I used was to have Kung Pow full with Dixie and activate it with the first three penguins. Bam, 3 extra hearts on top of your other items.Im going with Dixie. She's been my #1 throughout the whole thing. Using a heart and two juices.
Granted, I've died less four times, but I'm real, real hard on myself with stuff like this so it's definitely all me.
It's one of those situations where I'm like "Dude, you beat W101. You can beat this." (Even though Im well aware they're two totally different games, though both require precision and timing)
But it just hasn't rolled that way. Yet, anyways =/