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/vr/ - Retro Games

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>> No.3615594 [View]
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3615594

>> No.3563587 [View]
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3563587

>>3560661
>not Alien Soldier
>Columns

>> No.2843894 [View]
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2843894

More Wario

>> No.2590154 [View]
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2590154

>>2590143

Why only NES or SNES? There are many other options out there.

Or just buy whatever you want /v/.

>> No.2450998 [View]
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2450998

I play this more than any other puzzle game right now.

>> No.2327361 [View]
File: 29 KB, 210x240, WarioFinger.gif [View same] [iqdb] [saucenao] [google]
2327361

I feel like 1 was really great, but still hadn't broken away from Mario Land. With the health powerups, comparatively minor amounts of backtracking, and linear progression, it still has its own feel, but was closer to a Mario game than any future title; not that it's bad or anything.

Wario Land 2 and 3 were much more unique, but I honestly didn't quite enjoy them as much. They had loads of personality, cool stages/enemies, and the powerups were really fun; but they moved so slowly (and in Wario Land 3's case, had so much backtracking) that I didn't really enjoy them as much as 1. It felt like I was repeating the same puzzles constantly, with even the tiniest screw-up forcing me to redo it. Like constantly setting Wario on fire and messing up a series of jumps, forcing me to watch him burn out and redo it. Might just be my short attention span or lack of skills or the fact that I only ever played 2 in Japanese, though.

Wario Land 4, with the presence of powerups and puzzles, as well as the health meter, felt like a really great middle ground for me. Same for Shake Dimension. And aside from gameplay, they both had really nice aesthetics.

They're all awesome games, though, and it's a shame that WarioWare has taken over. I know people will hate me for saying this, but I wish we could have some of WarioWare's setting leak into a future Wario Land game.

>> No.2169790 [View]
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2169790

>>2169159

Okay, biting the bait here.

I respect your opinion, but I'd like to hear more about it.

What elements of design do you consider awkward? I feel they tie together pretty well. Part of it comes from hardware limitations (difficulty drawing hair led to cap, difficulty drawing mouth led to mustache, and difficulty telling limbs apart from torso led to overalls), but they made use of them well. Early Mario has a pretty simple, appealing design, with bright primary colors, lots of circles, and not too much clutter, while staying pretty distinctive. Granted, some of the derivative characters have unimaginative designs (looking at Waluigi), but I wouldn't call them awkward; they tie in together well.

What do you mean by awkward characteristics? Peach and Waluigi have pretty throwaway personalities, but the others are good enough. Mario's cheerful, flexible, and easy to project oneself onto; Luigi's a loveable coward who has moments of bravery; their brotherhood alternates between envy, rivalry, admiration and close friendship; Bowser's mean, but he's honorable, boisterous, and fun to watch; Yoshi's cheerful and loyal like a pet; Wario's a greedy, lazy jerk who isn't above doing nice things if it benefits him. You have traditional hero, sidekick, pet, damsel, villain, anti-hero roles there. Complex? No. Awkward? I don't see how.

And aren't there a thousand movies and stories about inter-class friendships? The working class and royalty sharing unlikely, friendly bonds? Though it's inventive to interpret "Toadstool" as "toad's stool sample" rather than "Type of mushroom".

Nope, no brains needed. You'll need a bit of skill and creativity to find hidden levels and shit, but the game is designed to be linear. It was supposed to be a more actiony counterpart to Zelda when it was first launched.

speak... talk...grind... buy item... lol XDXD RPGs are kewl.

Though I agree that Super Mario RPG is overrated. I'm a Paper Mario fan. It has great writing and atmosphere.

>> No.2123140 [View]
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2123140

>>2119056
>Final Fight 2

>> No.1983991 [View]
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1983991

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