A question about arcadiness in games turns into a weird primer on Sega's entry into the console space
http://www.nintendoworldreport.com/rfn/45688/episode-544-let-me-tell-you-about-the-sg-1000
Jon is out this week handling "things," and instead we're joined for the first segment by Karen. Guillaume frequently has spoke of the games the two of them are playing, and this week we decided we'd let her give her thoughts directly. The duo kicks-off New Business with a topical look at Hyrule Warriors, right on the eve of Fire Emblem Warriors' release. Surprising no one, Cia is still an awful character. Gui also talks about hacking their SNES Classic Mini. I don't even know why Nintendo made it this easy. Greg has a look at Cursed Castilla EX, for 3DS. This homage to Ghouls 'n Ghosts (but not Super) scratches all the itches Capcom refuses to touch. James provides his concluding thoughts on Layton's Mystery Journey: Katrielle and the Millionaires' Conspiracy. This sure is a knock-off grade Layton adventure.
Karen had to go after New Business, but the trio of GG&J meander through two emails. First, we're asked what happened to arcade-style games, and then we try to figure out what game most needs a Wonder Boy-style remake. You can send us your thoughts on the role Zilog 80 influenced home video game design of the late 80s by sending us an email.
I want a public library that has Nintendo games like the G-man has. Although I always feel slightly judged by the librarian based on the books I'm checking out. I deliberately mix in a few high-brow books I have no intention of reading just to throw them off.
Also, I would LOVE a Super Mario WOrld remake with the Paper Mario assets, or like... Yoshi's island, but in the style of the Japanese commercials for that game... which is what I was hoping for when Good-Feel got handed the Yoshi License instead of the Yarn thing.
Also, I would LOVE a Super Mario WOrld remake with the Paper Mario assets, or like... Yoshi's island, but in the style of the Japanese commercials for that game... which is what I was hoping for when Good-Feel got handed the Yoshi License instead of the Yarn thing.
Personally....no thanks. Make a new mario 2D platformer, but choose a distinct art style/weirdness and run with it.
I feel like remaking Super Mario World is akin to remaking The Shawshank Redemption....
I use the term "irregularly designed" to distinguish it from NSMBU, which returned to the idea of an overworld map and secret exits, but each world was so rigidly designed. "Each world will have this many levels, with this many secret levels, and the secret levels will always branch off from this number level, etc. etc." And there was no sense of it being one world, they had to stick to "world 1 is grass, world 2 is sand" concept. It took the joy out of the exploration.
I use the term "irregularly designed" to distinguish it from NSMBU, which returned to the idea of an overworld map and secret exits, but each world was so rigidly designed. "Each world will have this many levels, with this many secret levels, and the secret levels will always branch off from this number level, etc. etc." And there was no sense of it being one world, they had to stick to "world 1 is grass, world 2 is sand" concept. It took the joy out of the exploration.
Excellent, excellent comment. I was kind of excited at the thought of NSMBU and reviews comparing it to SMW with its large overworld map but was disappointed by the actual result when playing it. I knew part of the reason was that it lacked a true cohesiveness and mostly looked like different unrelated areas packed next to each other. Another reason the game disappointed me was that it seemed a bit predictable as to where secret exits would be. Your comment of rigid design and taking the joy out of exploration is spot on what I perceived but never quite articulated about that world map. When I think of it versus SMW and its secrets, SMW comes off as the better game because it is like SMW is breaking the rules of the NSMB map design which is crazy when SMW came first so it should be the standard of overworld design.