Resently, I really enjoyed playing The Remake of Mario vs DK, So here that I thought that I decided to be generous for @theshiningprincess and have Oswald the Lucky Rabbit giving her a Mini DK while Mickey got a Mini Mario.
My Headcanon Facts
1: In my Disney Headcanon, Mickey and Oswald are long time childhood friends to a different home before once reached adulthood when Mickey decided to travel to spread magic and joy to the world with new friends and a new world to make dimensional travels with magic. They still keep in contact with each other and sometimes visits one another.
2: In my Super Mario Rebirth Series Headcanon: If the Mini Mario and Friends Toy Company were the case, It could take place after Mario Sr/Jumpman and Cranky Kong finally went on good terms back at The Real Worlds New Donk City during Christmas. This would send the opportunity that Gill Koopa got an idea based on resent adventures of his friends and despite his old boss of the Koopa Empire. This would eventually lead to Gill Koopa inventions of the toys became a success and came the events of “Mini Mario and Friends Challenge arc” including Mara, Amatory, Wario, Waluigi, Daisy, Dixie Kong, WaPeach, Rara, Toadette along with Mario Sr and Cranky Kong, both younger and older. Gill would make more in the future. “Mario vs Donkey Kong Arc” would take place to but it would be Mara teams up with Esther and Lexie to defeat Scar Kong.
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Ok but we deserve a reboot to angry birds that is mechanically complex, whether it be a 3d platformer, a 3rd person shooter, a GTA style open world game whatever.
Because ultimately the classic angry birds games are fun mobile games with great charecters but they've been doing the same physics based puzzle games for the last 10 years. And not that there's anything wrong with that just it's gotten kinda stale. And I think that in order to be relevant we need an angry birds reboot that's like a full blown game.
Like look at donkey Kong, pacman, and frogger. All classic arcade games. But what truly defines those franchises is their platformer reboots. While yes they were great games they were just simple and in order to evolve we got bangin platformers. The reason why I'm still a fan of those franchises is bc of donkey Kong country, pac man world/ghostly adventures, and the frogger legends games (not you frogger the great quest your gross) these reboots defined these franchises instead of being relagated to simple arcade games.
Or hell look at plants vs zombies garden warfare. PvZ was simalarly a simple mobile game but it got a full blown 3rd person shooter.
Or hell the FNAF series started out relatively simple with the first 3 games and became more complex with sister location. I don't think FNAF would still have fans if it stuck to the style of the first 3 games.
I have nothing against simplistic arcadey pick up and play games I just think for a simplistic game to truly evolve it needs to become more mechanically complex.
It just sucks bc one of my first major obsessions was angry birds and I kinda fell off when I realized the games are just essentially level packs to the original angry birds. There is nothing wrong with that I just wish that there was a 3d platformer with these charecters or an over the top 3rd person shooter like Splatoon or ratchet and clank, or a kid friendly GTA clone where you build cars out of wood and sticks and drive around an open world.
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Finally...
I've had this on my to-do list for a very, very long time. I didn't play many game boy games because frankly I just don't think most game boy games are very good. But I was still riding a Donkey Kong high after finishing the SNES trilogy and figured, welp, might as well.
I actually bought DK Land when it hit the 3DS E-shops and I just... well I was really put off by how different it controlled. Mostly it's the jumps that bother me. That and of course it has screen crunch, because why make small compact sprites like Super Mario Land 1 when graphics are what wow people instead of the game being pocket sized and portable. Because of that I didn't finish it. I got an everdrive for my GBC and intended to play it there, but I think my rom was corrupted or something, idk the graphics were kind of glitchy, and I just got interested in other GB games. But I prefer playing on a TV anyway, so now that my SNES can play all Gameboy games, I figured this would be how I would finish DK Land.
So this one is without a doubt my least favorite of the mainline Donkey Kong platformers so far... but I don't hate it. I do think it has some good platforming, some interesting stuff that wasn't done in any of the Super Nintendo games like cloud worlds and urban cities, my personal favorite level trope, and some decent musical tunes too. I'm very glad I played this and finished it. I do intend to play the other two DK Land games. Hopefully they'll be a bit better to control.
But for now, i'm gonna focus on a different gameboy game, which will lead to me picking an SNES game that came on the SNES Mini back up... Final Fantasy Adventure, AKA Seiken Densetsu... or the first game in the Mana trilogy, whatever you want to call it. Feels like this is a series I've missed out on. I couldn't get into the SNES game but I want to give it another chance, maybe with a few QOL patches or a retranslation. Already enjoying the Zelda like feel of this one.
Did I mention there's romhacks of Super Gameboy too? Check out my cool border. Someone made a tool that lets you adjust settings of SGB. So default control scheme will be A, like it should have been, and I have my own color pallets as well. You can also insert custom borders if you can make them but idk how and I can't find any archives of user made borders sadly.
Wish there was a hack that let you play Gameboy Color on this thing, but alas, it seems that'd be impossible since SNES isn't strong enough somehow to display GBC games. So I guess i'll either have to use the GB everdrive stupidly I paid good money for and rarely use, or start playing on my Wii.
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Welcome to the latest episode of 1UP Pod’s new series, Retro Reboot! The show that sees our three hosts discussing two retro games of note and then pitching their modern day reboot! This month’s episode includes the notorious Night Trap, Peter Molyneux’s ambitious god-sim Black & White, and overlooked PS1 adventure game Kingsley’s Adventure!
This episode sees Orange, Andy, and Foxy discuss a lot of memorable games (for good and bad reason) – including 1992’s Road Avenger, 1995’s Yoshi’s Island and Donkey Kong Country 2, 1994’s Night Trap, 2001’s Black & White, and 1999’s Kingsley’s Adventure!
Hear about Andy’s personal gaming masochism as he discusses two kinda bad (ok, very bad) Mega CD titles, and then mounting the difficult task of rebooting Night Trap – considered one of the worst games of all time! Foxy gets nostalgic with his favourite platforming game and an incredibly ambitious god-sim that is sadly no longer available to play, while Orange celebrates another platforming sequel and an overlooked gem from the PS1 era.
Which game would you like to see get rebooted? Let us know!
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#JakeReviewsItch
Adventures of a Radish
by SorceressGameLab
Price (US): Name your own price
Included In: Bundle for Racial Justice and Equality, Bundle for Palestinian Aid, Indie Bundle for Abortion Funds
Genre: Platformer, Adventure
Pitch: A generic, stripped-down homage to NES side-scrolling platformers.
My expectations: Clearly inspired by Mario and Kirby, which might bring up some unfortunate comparisons. Everything about this looks amateurish.
It's fine (albeit unnecessary) to boast that a game has seven worlds. Prominently featuring the name of each world on the store page is pushing it, especially when those worlds include, "The Forest," "The Desert," and "Cloud World."
Review:
If Super Mario walks into a bad guy, he dies, but if he jumps on top of a bad guy, the bad guy dies. He jumps on platforms and over gaps. Get 100 coins; get an extra life.
These are true statements, but they don’t explain why people still adore Super Mario Bros. decades later. Mario doesn’t just jump. He hops. He leaps. He moves with momentum. A running jump can go higher and clear more distance than a standing jump, but it offers less air control. An enemy can be turned into a weapon, which can bounce back and endanger Mario once again.
Adventures of a Radish’s Radish jumps on bad guys and gets an extra life for collecting 100 yellow peppers.
And that’s it.
Jumps (and double jumps) are a fixed height The Radish has one speed, on the ground or in the air; even in the ice world. There are numerous enemy sprites but functionally, like, five types of enemies. They’re only a threat when they’re covered in (I assume) invisible spikes. Even bosses go down in one hit.
A copy of a copy of a copy that’s one step away from being a blank page.
+ I can picture a very little kid, who has never played an action game, having fun. Double-jumps might be a tricky concept, and confusing visual design might prove frustrating, though. On second thought, maybe just let them start with Mario or Kirby.
+ Peppy chiptunes.
+ Responsive, predictable controls.
+ There are attempts at variety. The single, slow-moving minecart stage contains exactly three obstacles to avoid (short, stationary barrels that are generously forgiving of early or late jumps), and the springs that appear in two or three levels lead no where and don't bounce the Radish any higher than a standard double-jump, but you know, they tried.
– Enemies and stages look different, but they're not. One thoughtfully designed level, with attention to detail and a small set of baddies that each serve a distinct purpose, would have been better than repeating the same mistakes across seven worlds.
– A single jump is usually useless; a double-jump easily bypasses most obstacles. Indie platformer developers, I'm begging you, think about how important jumping is in your jumping game. We can talk about a second jump after you're finished working on your first.
– How much effort went into making huge bosses in special arenas? I defeated five out of seven with a single hit. The other two took two hits. Most were smooshed before they could even attempt an attack.
– Sloppy! Default controller bindings mix up horizontal and vertical. Background decorations (which often look like platforms but aren't) slip in front of foreground objects. "1UP" is written backwards when facing left. Sometimes enemies fail to load. Once, I started a level with an enemy already placed on the starting point. Bonus levels (big waste of time) are activated by touching big, easily accessible coins with the letter R on them, but it takes a few seconds before they rip you to the R-Zone. There's one R-coin placed immediately before the end of the level. I finished the level, heard the end-of-level fanfare, and then found myself in the bonus level. I collected my six worthless peppers, waited for time to run out, and then reappeared...at the start of the level I'd just finished. Sloppy!
🧡🧡🤍🤍🤍
Bottom Line: Mostly functional, and easy enough for budding platformer fans who aren't ready for a good game, though I still think they'd get more out of running into a Goomba or chasing a runaway mushroom into a bottomless pit. It builds character.
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