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Zgłoś problem z tłumaczeniem
Also, if you're playing for stars, just take it carefully. There is no time impact outside of Time Attack / Score modes, so you can easily spend a bit of time poking around for the extra gem or two.
So in world one you need 4 stars in 4 stages and 3 stars in 1 stage. 19 stars total.
it can be distributed as you like (5 stars on 1 stage, 1 on another etc)
While in world two you need at least 3 stars in every stage.
8-bit platformers in the NES at least were easy with very few exceptions..today they seen eveb easier. they were difficult on computers, mainly due to controls.
You want a hard game? Play Warlock's Quest on the Amiga or AtariST. You will not finish it even on easy, not even reach half of it.it makes Ghouls and Ghosts like a walk in the park.
as far as I know, the original game did not require you to collect any stars to progress to the next level. those 8-bit games even had warp zones and cheat codes.nothing of the sort here.
that whole "unlocking" thing is very annoying in the new games
I'd rather have a level with time limit and no checkpoints at all
I choose how I want to beat the game, not the developers.
If I want to collect all gems and lose no lifes at all, I can do it whenever I see fit.
According to the Kickstarter, they had two extra worlds they wanted to add, but they only got enough funding for three worlds, but seeing how many levels the final world has and how long they get, I just don't know why they added the star system.
At first I thought it was added to make the game longer, but the game has time attack mode, hardcore mode and uber hardcore mode, so the game has plenty of content.
For extra challenge? It's more annoying than challenging and the game already has a hardcore mode. And like Petran said, none of the older Giana did that!
OK, the DS and iOS had special stages that needed you to collect all the red gems to see them, but they didn't lock you out of the next world!
I can guess why.
I am no new to platformers, As a kid I started with the NES, finished all Super Mario games, even TMNT1, Zelda 2, Megaman 2-3, Castlevania 3 (on 1 I couldnt beat the Grim Reaper), Kid Icarus etc. then moved to PC and Jazz Jackrabbit 1 which remains my #1 platform game.
But at that time in the late 80s, I visited some teen acquaintances that had an Amiga.
Played some platform games there. It was a nightmare! those games had hellish difficulty. Not only due to the game design but also the controls. the joystick was often unresponsive. as a result even games like Shinobi, New Zealand Story, Wonderboy in Monsterland, Bubble Bobble , Rainbow Islands etc that were arcade ports were difficult enough.
Only much later when I played those games on MAME were the controls much easier.
Even a console platform expert at that time would never be able to finish computer games such as Fiendish Freddy, Warlock's Quest, Weird Dreams, Ivanhoe, Mike the Magic Dragon etc
The main reason is that due to Nintendo's and Sega's quality control, we got games mostly with great difficulty but they were also fair and with responsive controls.
the developers of Giana stem from computer background. Console features that would even in the 80s be self-explanatory and would make the game more accessible were never available on computers until much later in the 90s.
I see where they are coming from, but this is not the 80s. Make the game more accessible since you learned from your mistakes.
Super Meat Boy and They Bleed Pixels are much better organized in this, despite having been produced with less budget.
Frankly, as much as I liked this game, the iOS/DS is still my favorite of the series.
You are right about one thing, if they had added this feature to the original game, the AVGN, JonTron or some other reviewer would have taken a dump on it and everybody would have agreed.
You know I think this thread is only convincing on my "retro hardcore goggles" theory.
We all know of retro goggles, which makes you think some older games are better than they are, right? Retro hardcore goggles make you think older games were harder than they were.
Sure they were very challenging, but every remake/retelling/homage I see seems to go too far. The boss that only shot a few fireballs is now a total bullet hell, if you had a health bar, it's gone and things like that... Rayman totally had a health bar in every game except Origins.
Also, I miss my Amiga.... T_T
You have to thank Nintendo that they did not add this feature on the DS game!
Super Meat Boy and They Bleed Pixels were originaly developed for consoles, so it was mandatory to have user friendly features.
I am sure that if Giana Sisters are ported to Xbox or PS3, that locked level feature will be missing or will be different.
had they added this feature on the old game, it would probably have met the same fate as countless other games that are known only to old timers who ignored consoles and gamed on computers.if game is too hard, it risks becoming unpopular.
But some games were indeed harder. mainly because they were broken!
beta testing was not that common like today with the internet. especially on computer games who had tight budget.
since you had an Amiga, do you remember the port of Bad Dudes vs Dragon Ninja? No diagonal jump button, hence game was unplayable when you reached the 5th stage!
difficulty was high due to the clunky interface.most games were still experimenting.
now interface is simple, they just mess with the AI.
The main difference in our opinions here is that you consider a broken game hard, while I just consider it broken. That is not part of the challenge, that is just needless frustrating. A broken game is usually a bad game, if not nearly always.
I played Dragon Ninja, but not this one, or is that just it's name in other countries? I don't remember if I even beat it though.
Tell me about it, my game crashed during a boss level and I had to do everything again!
The thing about Mario world is that those world were secret EXTRA worlds, these are BOSS levels. Many games have similar locked levels, but they are always extra and never mandatory.
Even the DS Giana game has locked levels that were not mandatory, to reach them you could never get a game over.
And I love the game, my only main issue is it's never clear if you are doing well enough unlock the boss level. Would it be so hard to have the stars appear as you earn them? And have the live stars disappear as you lose them. And the game really has to tell you how many stars you need for the boss level. If they did this the star system would be much more acceptable.
no life or 1 life lost equals two stars
if you lose more than 2 lives, you'd better restart the level if you want perfection, since you'll get only 1 star.
if you lose more, you'll get none. Dont know the limit but this certainly happens if you lose 10 lifes.
If you collect all blue gems and the rest, you'll get 3 stars.
if you miss one blue gem, you'll get 2 stars.
if you collect 1 blue gem or none, you'll get 1 star.
the rest of the gems usually dont count, they are 1 star no matter how many you collect.
I'm pretty sure I lost more than three lives and got two stars and I think you can even get the three gems stars with 90-95% of them.
I think we more or less agree on why and how older games were difficult, but I still think this star system is something that I've never seen before, sure some games won't let you progress if you don't have a good enough score, but that only happens in scorefests.
Sure, some levels can be locked because you didn't do something, but they were always something extra. Worst case scenario, you can get a special ending for performing extra well, but not letting you finish the game? That's unheard of. Mostly because older games didn't let you replay levels to get a better score.
I'll say it again, I do think it's a bad idea, but tolerable, what I don't like is that we're here trying to figure out how many gems or lives we need.
Since I feel I'm repeating myself I'll sum it up:
-Locked levels: Not a bad idea if they are EXTRA, a bad idea if they are obligatory levels.
-Star system: Not a bad idea, but the game doesn't really tell you how to get a good rating, as you can see we are still figuring it out.
-Old school difficulty: Yes, old games were hard, but not in this way. Some times we could never beat them because they were badly ported or coded. That level you spent 40 minutes on? That was the length of the original game. Sure they didn't have checkpoints, but the levels were so short they didn't need them.
-My real issue with the star system: It feels GRINDY, I'd rather have to do an extra challenge to get the stars I missed that "grind" levels until I get them right.
I reached finally world 3 but really stopped at 3-4 and 3-5. those stages gave me a migraine. first time I experienced such frustration. while it was relatively manageable to gain 3 or 4 stars, those stages have some moments where I doubt I'll lose less than 10 lives. Had to play each level twice but those levels require a lot more.
A major problem are the bad blending of enemies and backgrounds, especially in darker stages or the ones with lot of elements (plants, rocks, stones etc).
Somehow gamepad feels uncomfortable for this game. Only keyboard gives me the precision I need.
game is hard and people have every right to complain. Much harder than Super Meat Boy. there you just play a big stage divided into checkpoints. here they throw everything together.
stages are much larger than they need to be for such difficulty.
Giana Sisters is hard because it is not so well directed. After finishing it I'll probably never visit it again.
As a platformer it really doesnt offer much innovative except the challenge..But that challenge is forced. Any game has easy, normal and hard difficulty, here they decided to add just hard, based solely on checkpoints. this isnt innovative at all, rather takes the genre backwards.
I am not the type of gamer who plays anything they throw at me and does not complain. If game has problems, they should be mentioned.