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Nintendo should really buy Good-Feel

I somehow get the criticism on Kirby - I even agree, that game is way too easy from my point of view (not for a beginner or a kid though!) - but what's wrong in Wario Land? It's really challenging, diverse and has really nice level design.
 
I'm not sure if this was due to my lame Kirby skills. But was it just me or was getting 100% in KEY (all collectibles and challenge levels) definitely not piss easy... Certainly nowhere near SMB3, but for the wide auidience Epic Yarn was obviously trying to net I feel like they offered enough "challenge" to satisfy.
 
Nintendo does not operate like SONY. They establish long-term relationships and some type of exclusive funding contracts with several developers as opposed to "buying companies left and right".
 
Sammy Samusu said:
Nintendo should buy Level-5.

Someone at SCEJ will kill someone the day that happens.

For those who don't know, SCE played an important role in the creation of Level-5.

Billychu said:
What's the difference? Have they ever made a game on anything other than a Nintendo system?

Yes, they made some Japan-only PSone game after Pokemon was released IIRC.
 
Gravijah said:
yep, a few actually. but not in over 10 years.

i just think they deserve freedom.
From what I remember: some random NES games, POKEMON POKEMON POKEMON, Gameboy Printer, POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON, Drill Dozer, POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON
 
Billychu said:
From what I remember: some random NES games, POKEMON POKEMON POKEMON, Gameboy Printer, POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON, Drill Dozer, POKEMON POKEMON POKEMON POKEMON POKEMON POKEMON
Family Computer/Nintendo Entertainment System:
Yoshi/Mario & Yoshi (1991, Nintendo)
Mendel Palace/Quinty (1989) Namco (Japan), (1990) Hudson Soft (U.S)

Super Famicom/Super Nintendo Entertainment System:
BUSHI Seiryūden: Futari no Yūsha (1997, T&E Soft)
Mario & Wario (1993, Nintendo)
Smart Ball / Jerry Boy (1991, Sony)
Smart Ball 2 / Jerry Boy 2 (1994, Sony)
Nontan no Issho: Kuru Kuru Puzzle (1994, Victor Interactive)

PC-Engine:
Bazaar de Gosāru no Game de Gosāru (1996, NEC)

Sega Mega Drive:
Magical Tarurūto-kun (1992, Sega)
Pulseman (1994, Sega)

PlayStation:
Click Medic (1999, Sony)
 
If there's a complaint about the level of challenge in Mario games, it should be about the bosses. They're about as difficult as Wispy Woods, and rare is the case that one is actually challenging.
 
Leon S. Kennedy said:
Wario Land is a very good game.

Kirby was designed for young children and is fine for that age group.


This is not the case though. It was designed for anyone to enjoy. It had a fun challenge for seasoned gamers that wanted to try and 100% it, and some of the challenges could be challenging.

I mean it wasn't super hard or anything, but the game was all about the art direction and the yarn/craft mechanics. That doesn't mean it was designed with children in mind.
 
Kirby (and Starfy) are definitely designed as an introduction to the platforming genre. There are challenges for the experienced players, but the difficultly curve is definitely lower than other platformers.
 
No reason to, just let them be free.
In any case, I hope Nintendo makes the next Wario Land. Shake was great, but I liked most of the others better. But they seem to outsource everything that's not Mario/Zelda these days...
 
I thought both Kirby's Epic Yarn and Wario Land were pretty boring. Both games looked incredible, but they just...weren't very fun. In Kirby's case, I didn't like how floaty everything was, not to mention the lack of any meaningful consequence. In Wario Land's case, it was just...boring. The animation is great but something was definitely missing compared to WL4.
 
Balb said:
I thought both Kirby's Epic Yarn and Wario Land were pretty boring. Both games looked incredible, but they just...weren't very fun. In Kirby's case, I didn't like how floaty everything was, not to mention the lack of any meaningful consequence. In Wario Land's case, it was just...boring. The animation is great but something was definitely missing compared to WL4.

I pretty much agree, but I don't like WL4 either. WL2 and 3, on the other hand, are awesome.
 
Allan Holdsworth said:
No reason to, just let them be free.
In any case, I hope Nintendo makes the next Wario Land. Shake was great, but I liked most of the others better. But they seem to outsource everything that's not Mario/Zelda these days...

I actually like how they took a break from the Wario Land series. It allowed them to create cool new stuff like WarioWare and Rhythm Heaven.
 
Allan Holdsworth said:
Hmm, aren't those made by a different team?

They're all R&D1 games. I know the director of the first WarioWare and Wario land 4 are the same and am sure there were other members that worked on both games.
 
Partner ships are probably better for them. Nintendo constantly prototypes gameplay ideas, then farm the manpower out to a trusted partner when they decide to move forward on a game. Owning a studio means they have to have projects lined up to make sure they are getting their money's worth and no one is just sitting around waiting to be told what do and that goes against their building a kernal of an idea for years approach.
 
extralite said:
Only that it doesn't. You still have to start a level over if you die. And you can burn 99 lives if you play risky. 99 isn't infinity.

On Kirby the point is to collect the gems...sure you can still get to the end and finish the level if you fall into a pit or whatever, but your chances of collecting everything went down with you.
 
IceDoesntHelp said:
Family Computer/Nintendo Entertainment System:
Yoshi/Mario & Yoshi (1991, Nintendo)
Mendel Palace/Quinty (1989) Namco (Japan), (1990) Hudson Soft (U.S)

Super Famicom/Super Nintendo Entertainment System:
BUSHI Seiryūden: Futari no Yūsha (1997, T&E Soft)
Mario & Wario (1993, Nintendo)
Smart Ball / Jerry Boy (1991, Sony)
Smart Ball 2 / Jerry Boy 2 (1994, Sony)
Nontan no Issho: Kuru Kuru Puzzle (1994, Victor Interactive)

PC-Engine:
Bazaar de Gosāru no Game de Gosāru (1996, NEC)

Sega Mega Drive:
Magical Tarurūto-kun (1992, Sega)
Pulseman (1994, Sega)

PlayStation:
Click Medic (1999, Sony)

This actually reminds me...Gamefreak didn't make it, if I recall correctly, but there was actually an officially licensed Pokemon game for the Sega Pico in Japan. Totally blew my mind, even if it was just a learning game. And this was after Pokemon had established itself as a Nintendo franchise, since it used the Gen 3 characters.

Anyway, on to Goodfeel...they make great looking games, but Wario and Kirby were both a bit irksome when it came to gameplay, although I don't hate them. And I was pretty dissapointed when the rumored Yoshi 3DS developed by them ended up being a rumor. Wouldn't mind them having a go with other Nintendo franchises.
 
Kyleripman said:
On Kirby the point is to collect the gems...sure you can still get to the end and finish the level if you fall into a pit or whatever, but your chances of collecting everything went down with you.
Do you need to collect everything to beat the game? I understand that there will be different layers of difficulty based on what you're trying to achieve but the minimum layer would be to just beat the game.

Also Amirox claimed he took hours to even get hit once.

I just took offense in the statement of SMB3 being easy. It's not. Even getting the 99 lives requires more skill than some other platformers I can think of.
 
Gravijah said:
yep, a few actually. but not in over 10 years.

i just think they deserve freedom.
Considering how much money they all make on Pokemon, I really don't think their relationship will change anytime soon.
 
What if Nintendo bought back Rare?

tumblr_lp2vx4WUJg1qaod8z.jpg
 
Chet Rippo said:
Considering how much money they all make on Pokemon, I really don't think their relationship will change anytime soon.

by "freedom" i mean continue making pokemon games exclusively until the end of time.

yessss@updated avatar
 
Chet Rippo said:
Considering how much money they all make on Pokemon, I really don't think their relationship will change anytime soon.
think about how much more they could make on smartphones though
 
rpmurphy said:
Nintendo could maybe give development of all those Mii-based games and applications to them.

No that's because MS owns them.

Listen.

Look.

They could make Goldeney 007..

..2. And it would be good.
 
walking fiend said:
most of the original staff of Retro have already left the studio.

I keep seeing this repeated on this forum, is this really true? Did they leave before DKCR? Because I don't really care if that's the case...
 
Ah, man. It took forever to dig up this quote.

Iwata said:
In most cases," he explained, "the value of software developing companies is attached to its people, not the company, which is merely a vessel for its people... Even if we should compete with others to purchase a software company, although we might be able to increase the sheer number of our developers and to gain a short-term result, we do not think it will do good for us in the long run.

This was shortly after acquiring Monolith, so take it for what it's worth, but Iwata does not like to buy developers if he can not guarantee that all the talent will stick around. M&As aren't really his thing.
 
Nintendo does not need current Rare. No, no, no.

What they need is to form a new studio with all the old, ex-Rare people.

So yeah, hire them all back. To form a new company.
 
extralite said:
Do you need to collect everything to beat the game? I understand that there will be different layers of difficulty based on what you're trying to achieve but the minimum layer would be to just beat the game.

Also Amirox claimed he took hours to even get hit once.

I think it's a bit absurd that people are going back and forth with "It's too easy" "No it's not" "Yes it is". Lay it on the table, boys. How good are you at platformers? How far did you get in Kirby's Epic Yarn? Did you 100% complete it? Which levels were more or less difficult than others?

I'm "good" at platformers. 100%'d VVVVVV, 100%'d Super Meat Boy, can clear SMB3 in one life, can clear SMB1 pretty consistently in one life, 120'd Galaxy 1 and 2, beat Cave Story's Hell, can beat Super Castlevania IV generally without continuing, beat all the NES Mega Men, no problem 120ing M64, got all cakes in Splosion Man. I'm not sure what I'm missing here. I finished Barnyard Blast on DS, that's probably the hardest game I've ever finished.

In terms of getting through the game on a bare minimum level, there's not much that's very difficult. There are no lives. If you continue on, you will finish the game. It's an easy game. I got hit plenty, though, it would really surprise me if anyone was careful enough with movements not to be. There are also level design situations (for example in Sweets Park's second half) where you end up falling in pits just to figure out if there's any hidden items down there. You will be hit.

If you didn't play for the Gold Medals, I'm not sure what to tell you. You can coin-feed a shmup in the arcade and finish it and that's "difficult", but you haven't proven anything by doing it. In a shmup the appeal is a high score and a low number of deaths, not completion. In Kirby's Epic Yarn, the appeal is the gold patches and the collectibles, not completion.

I would say I needed to play about 25% of levels again to get higher bead scores to get Gold. Several of the bonus levels were somewhat difficult. Boom Boatyard took me four tries to gold, Frigid Fjords took me four or five mostly because of the branching paths. In addition, I'd say I had to replay about 33% of the levels to get one or more unlockable that I missed. Some of this is due to branching paths and I just went the wrong way, some of it is because they were hidden in a nifty way.

The challenge missions from the people who move into the apartments... I'd say I finished about 80% on my first try. Beadrix 14 (you can see this Let's Play fail it about 5 times in a row!) is probably the one that stands out to me as being difficult. I stopped at 96% completion, missing most of Mara's challenges and some of Buster's. I'm happy to go take photos of my progress to prove I'm not fibbing here.

I found the game significantly harder in co-op, because like NSMB Wii it's pretty easy to screw each other up even if you don't intend to. In addition, it's harder to get gold in co-op because it's more likely your ally will miss a jump due to the rubber band co-op camera.

It's an easy game. I think the people saying it's so pathetically easy that they 100%'d it backwards with their eyes closed while frying an omelette and being tickled might be exaggerating a bit. It's an easy game. It's easier if you don't go for the gold or the hidden items. It's made for kids. But as someone who is certified not shitty at platformers, I didn't find it so easier that it wasn't worth playing. It's definitely harder than the original Kirby's Dream Land or the DS Starfy, to put some stuff in context.
 
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