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Hotel Dimensia: So, in wide screen resolutions, the far right and left sides don’t get darker when you mess up like the rest of the screen does. Selecting a zoombini already inside a room is a little odd. I understand not being able to change where it is, but why is it selected when you release the click, and then it floats for a short bit and randomly goes back down? And then on very very hard… I’ve jotted down that nobody talks when you win in the old game, but I’m sure Something must have happened. It certainly didn’t just have the music go silent. Maybe the zoombinis just started cheering? Odd that for once they aren’t here hehe. And then of course once you know what you’re doing, very hard is harder than very very hard, but that was that way in the original as well.
Mudball Wall: The mud-holder fills up rather jerkily. Another case of the slow zoombinis. And yet they’re suddenly super fast when they’re hopping up to the seesaw platforms? Oh, and what about the worried sound they used to make as they climbed onto the platforms? Also there’s some button pushing that seems just a tiny bit off of the actual boundaries, although probably close enough. Minor note that if only some zoombinis are bounced up, it goes right to left, as opposed to the old way which was left to right. Not really good or bad… just different. On Oh So Hard, the shifting goes by one, rather than the old version by two. This makes it easier to follow… could be good or bad or neither depending on what you want. Also not necessarily a bad change: you used to be able to keep flinging mudballs after everyone was up, but can’t anymore. Lastly, very very hard used to increase the number of mudballs (with a full zoombini set) to 17, whereas it stays at 16 here. I actually just discovered a bug here. I noticed that unlike the usual situation where you can’t throw a mudball until zoombinis are ready, you CAN at the very beginning. The zoombinis will just barely make it in time to get thrown, but I noticed you can get a second shot off as well! If you get lucky enough to make both of these first two shots, you can glitch the game out of getting some that should have been saved, and no longer be able to get all of your zoombinis over the wall.
Mirror Machine: Not sure why it happens, but clearly many of us are having issues selecting the top row of guys. Actually it’s not always top row for me, though that might be more common. For me it always eventually works, just might take a long time. I very much approve of the way it shows the zoombini’s image projecting onto the initial crystal piece. I also like the light shining on the lever, though I think perhaps making the blinking and sound that occurs to tell you to un-flip the lever slower was a bad idea. I am glad you can un-flip it before the zoombini stops moving though - this level was always super tedious, so anything to make it shorter. Kinda odd that the cart only makes track noise for the first part, then becomes silent. It’s interesting (not good or bad) that on not so easy, it comes up with two possible crystal-zoombini combos at a time, and then waits for two to be used before switching them all. On the other hand, oh so hard keeping the setup the same until there are no more matches? I think that’s a bad thing, as it means you don’t really have to think after you’ve figured out what’s important. On very very hard, the turntable is a little odd, with the relative placement of the two starter crystals on it changing as it rotates. Not affecting anything, just less realistic. I don’t know that making it turn slower was necessary though, especially when you un-flip the lever. I’m also pondering on how the upper difficulties don’t let you flip the lever if you haven’t put any crystal piece down… I seem to recall occasionally not needing to put crystal pieces down in the old game, but I’m not sure and haven’t confirmed here. Oh, and of course HUGE thank you for making the two-wheel feet actually look like two-wheel feet on the crystal pieces. Why no narrator ending comment?
Bubblewonder Abyss: I really like how the red grid shows up. The biggest issue here is that sometimes it creates impossible situations, where you cannot possibly get everyone across. This was never an issue in the old game. I’m personally undecided on the collision loss issue, as this was the way it was in the old game. It makes sense, but is admittedly frustrating at times. However, there is a situation where two bubbled zoombinis can run into each other while on top of the ending platform, and disappear, even though their bubbles are about to pop anyway (see here[scontent-lga3-1.xx.fbcdn.net], here[scontent-lga3-1.xx.fbcdn.net], and here[scontent-lga3-1.xx.fbcdn.net]). This definitely shouldn’t happen. This is particularly crazy since there are situations where the bubble reaches the ending platform, pops, and the zoombini lands such that it doesn’t even look like they’re on the platform, and yet they’re fine. And then there are the sticky panels (on very very hard). In the old game, the bubble would look like it was trying to continue, but never be able to. This new version may look cleaner, but the old way has a very significant use: it lets you know which direction the bubble will go if the appropriate switch is hit. As is in the new version, you can’t tell, and this is a pretty important thing to know sometimes. Also, I believe practice always used to alternate between the two setup options for each difficulty, whereas now you might get two of one setup in a row.
That’s a nice last comment to summarize my impression of how this game just feels unfinished. Do understand that I still love the puzzles in this game, but I really want this to be a complete package!
One additional comment on the Mirror Machine stage: in the original, I remember being very amused at the way the Zoombinis would scream a little as they flew over the gap. In the remake, they don't make any noise anymore. I am quite disappointed at this.
It's made this re-release of this wonderful game a little disappointing for me.
Wait a second...
Maybe, just maybe, the devs didn't add the movement sounds because they would be asynchronous with the new movement animations...?
Hm...this is by far the best as well the only reason I can think of by now.
Anyhow it would still be a ridiculous reason - honestly, if I could I would immediately dismiss the person, who thought it would be any good to not add the movement sounds. Sadly I can't.
Just: "What were they thinking?" ~ AVGN.
A pretty good and astonishing comprehensive look over the differences.
I'm surprised, that you didn't cover the two camps. Okay, they're not part of the gameplay, but they made some cuts on some animations.
Overall I guess you're right. The game has a trace of conspicuously consistent laziness in itself. Even if the result is quite enjoyable to play.
Perhaps a "number display mode"?.. It shows number boxes for the number of remaining 'mistakes/tries/uses' you have for any given thing, especially useful when something might be unclear, such as the number of mud balls remaining, or the number of lilly pad switches remaining, since they use a meter of some kind. It could also be used for 'invisible numbers' like the number of times an incorrect pizza can be delivered before the trolls begin to kick zoombinis away, especially nice for those who aren't familiar with those puzzles.
While it has already been mentioned, the thing I want to see the most, are basic hints for each puzzle of each level. It's especially annoying with puzzles that change in strange ways when transitioning to the next difficulty, something that would catch a new player completely off-guard, like; very, very hard mudball wall has a weird offset compared to the next difficulty down.
There are some puzzle tweaks that I like and I think they should do more. For example: very hard and very, very hard fleens could be distinguished further by making very very hard's 'attempts' branch shorter, since it's possible to do it without using more than three Zoombinis, seemingly consistently from my experience. The hotel on very hard could be made easier, since it's actually harder than very, very hard if you have like, 8 blocked off rooms and a very evenly distributed team, it should only block off a few rooms every time. The ferry boat on very, very hard should have an 'exceptions counter' based on the number of 'outliers' you have. If you have a team of zoombinis using the first four columns of every category row, except for 1 zoombini who uses the last column which no other zoombini uses, it won't be solvable, unless he allows exceptions to be made, to which he would have to ignore either 1 zoombini, 2 mismatches (placing said zoombini in a corner) or 8 mismatching traits (in a corner, not matching either of the four features of the two adjacent zoombinis).