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Messages - willmcdono

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Podcast Discussion / Re: Episode 769: Hangin' and Bangin'
« on: May 06, 2022, 06:47:11 PM »
Bravo to Gui for his outlandish contribution to listener mail, loved it. Nintendo could repurpose more leg straps by inserting them into beer coozies allowing us to enjoy a couple cold ones while playing Nintendo's newest Switch Sport disc sport: CanJam.
 John, thank you so much for talking Sonic Spinball. I played it ton as kid, never got past the 2nd or 3rd stage. Can't wait to push through with save states. Definitely worth checking out, hard to believe it had such a short development cycle.
 James give us more thoughts about the balancing of Tunic as you progress. The opacity plays an enormous part. I haven't finished my first play through but the secrets-in-plain-sight makes me interested to see how it works the second time through. Really hoping for some speedrunners to have a go.

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Disappointed with the lack of troll answers to the DLC inquiry, so here's calling for a massive expansion, essentially a sequel, to 1 2 Switch called 1 2 Switch 3.

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Honest, DynastyWarriors+Mario+Rabbids is a formula that appeals to me. Though, um, maybe let Ubi make it. Now that I'm thinking about M+R and the DK DLC specifically, Donkey Dynasty Warrior Country would absolutely slap!

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Podcast Discussion / Re: RetroActive 48: Super Mario 64
« on: October 21, 2020, 03:34:48 AM »
Two thoughts I'd like to share.

That's one cooky camera. Lakitu has a mind of his own, stubbornly insisting on a particular angle of view or worse, suddenly changing it! Although Lakitu will kill you without batting an eye, the game designers also use the restricted controls to hide stars from initial sight and to add challenge to platforming sections that otherwise would literally be too straightforward. We’re forced instead to lead Mario tip toeing in wickedly subtle non-cardinal directions, across narrow platforms while dodging hazards like orbiting “shock ballz” (that's cannon right?). If you don’t fight the designers, the crooked camera angles crank up the tension and make some stars more gratifying than would be otherwise.

One thing I would like to hear you all discuss is the level selection/mission objective freedom that Nintendo introduced to Mario titles with 64. Finding a warp pipe selection screen, or navigating about the world map to skip a stage was pleasing in the 2D games but the freedom of choice here was for me a novel delight. Were there other contemporary games offering this kind of structure? Where did the openness originate?

"Thank you so much a-for-to playing my game!"

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Podcast Discussion / Re: Episode 694: Super Mario's 3D Package
« on: October 13, 2020, 08:13:16 PM »
Thanks for the ongoing examination into both the seductive facets of Mario's 3D Package and also the areas where, shall we say, the sun don't shine? Personally, I am enjoying all three and looking forward to hearing more discussion about the divergence in Nintendo platformer design, and games in general, which Mario ushered in with his 3d debut.

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