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Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 3:37 pm
by harper
GameMasterGuy wrote:They're absolutely pointless. 90% of the time you can constantly jump and it'll play normally.
Not in Zelda games. haha
My least favorite levels are ones that involve ice and water. I hate having to swim everywhere and sliding around. It just takes too long to complete the task at hand and it's frustrating. The water temple in Majora's Mask was a huge pain in the ass.
Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 3:38 pm
by GameMasterGuy
harper wrote:GameMasterGuy wrote:They're absolutely pointless. 90% of the time you can constantly jump and it'll play normally.
Not in Zelda games. haha
My least favorite levels are ones that involve ice and water. I hate having to swim everywhere and sliding around. It just takes too long to complete the task at hand and it's frustrating. The water temple in Majora's Mask was a huge pain in the ass.
This is in the "Platformers" subforum... but I do agree, they work very well outside of platformers.
Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 4:23 pm
by Jontendo
GameMasterGuy wrote:harper wrote:GameMasterGuy wrote:They're absolutely pointless. 90% of the time you can constantly jump and it'll play normally.
Not in Zelda games. haha
My least favorite levels are ones that involve ice and water. I hate having to swim everywhere and sliding around. It just takes too long to complete the task at hand and it's frustrating. The water temple in Majora's Mask was a huge pain in the ass.
This is in the "Platformers" subforum... but I do agree, they work very well outside of platformers.
Wait, Majora's Mask doesn't count as a platformer?
Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 4:27 pm
by GameMasterGuy
Jontendo wrote:GameMasterGuy wrote:harper wrote:Not in Zelda games. haha
My least favorite levels are ones that involve ice and water. I hate having to swim everywhere and sliding around. It just takes too long to complete the task at hand and it's frustrating. The water temple in Majora's Mask was a huge pain in the ass.
This is in the "Platformers" subforum... but I do agree, they work very well outside of platformers.
Wait, Majora's Mask doesn't count as a platformer?

Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 5:06 pm
by harper
Haha, sorry I didn't realize it was referring only to platformers. But my opinion still stands. I've never been crazy about ice/water levels.
Re: Are slippery stages good design?
Posted: Thu Mar 01, 2012 6:30 pm
by Jontendo
GameMasterGuy wrote:Jontendo wrote:Wait, Majora's Mask doesn't count as a platformer?

Hehe! My work here is done.

Re: Are slippery stages good design?
Posted: Fri Mar 02, 2012 6:07 am
by Anapan
Yes. Ice levels are clever challenges. In my experience, they have mostly been used properly. They are a challenge stage with modified physics and I have yet to see one that forced you to get damaged - as long as the damage/death is avoidable it's valid and good. As mentioned I much prefer them to water/space levels with modified gravity and spikes *everywhere*. They are usually less strict on the death penalty for improper jump timing and therefore a good design. Yes Sir; I Like It!

Re: Are slippery stages good design?
Posted: Sat Mar 24, 2012 8:23 pm
by Menegrothx
sabrage wrote:Better than water levels/10
This. Ice levels can be fun when you can duck some enemies and keep that flow going (Mario, Donkey Kong Country). In some games, like Mega Man, it just makes things overly hard when you have to make precision jumps and kill the slide effect before you fall into a pit. I think you had to pick up some gadget (I think it was energy balancer) in Mega Man 7 from an upper ice path. The first few jumps you had to to be really careful, tap an inch forward at a time, jump, kill the movement/slide as fast as possible, tap a few inches again and then suddenly you needed alot of momentum to make a big leap to get the gadget. There was a pit below and I think there were enemies shooting projeticles at you, so if you got hit you fell down (this is one effect I really hate, when you get shot midair and you fall into your death or when you loose all your momentum in a sonic game after you get shot). Bucky O Hare had some annoying parts too in the blue planet.
But I still prefer ice levels over agonizing swim levels. Like the one in the first Sonic game. To quote AVGN: WHAT WERE THEY THINKING?!
Re: Are slippery stages good design?
Posted: Sun Mar 25, 2012 6:51 am
by d123456
Anapan wrote:Yes Sir; I Like It!

Ah! mr Horse.
My favorite ice level, Psycho Fox on the Master System
http://www.youtube.com/watch?v=3XF3PVTt ... plpp_videoWatch from the 08:13 mark
Re: Are slippery stages good design?
Posted: Fri Mar 30, 2012 7:43 pm
by pankakes123
Some games such as Super Mario Galaxy and Ristar implement ice stages really well by offering new gameplay mechanics exclusive to this stages. Most games though tend to implement slippery ice stages purely for difficulty and variety, while not actually bringing anything new to the game other than frustration.