060. E7 Forest of Fear - Gray
Zombified,
shriveled vines & thorns ~
dark fall morn.
061. W5 Beneath the Waves - Gray
Twilit pond ~
calm dry cave inside
harsh currents.
062. E5 The Warped Void - Gray
Eyes all round ~
love neon lights, too,
aliens.
-------------------
It's deflated me a bit that looking mo' closely @ its level design & seeing someone play it blindly has opened my eyes to how much mo' flawed this game's level design is than I thought. I always knew Wario Land 3 had flaws & that a large part o' my love for it is nostalgia: like that minigolf game copypasta'd everywhere or 2 bubble puzzles that are basically the same in a game already filled with bubble rooms or the fact that there are a ridiculous # o' cave levels & cave rooms in levels that have nothing to do with caves & water rooms in levels that have nothing to do with waterParagraph wrote: ↑5 years agoOne other example that always irks me is the ladder in Volcano's Base; you climb up as the weird spike things come out from the wall, so you have to wait for one of them, then another, then another like it's Elec Man's level in Mega Man 1. Then at the top, there's one enemy walking and he spawns EXACTLY so far away from the top of the ladder that you have to wait AGAIN so he doesn't knock you off. I feel like if the game instead rewarded you at the end for finally pushing on as quickly as possible, it would feel way better; instead, it's just FOUR times waiting with a very small variety at the end. Again, this is not a puzzle, nor is it challenging. It just wastes your time while you're doing nothing that is in any way fun.
( & we haven't e'en seen the worst treasures in this game yet... )
, but now I'm starting to realize it's less "a few" & mo' "half" the treasures.That said, I'll still stand by this game being better than Wario Land II.
A'least this game doesn't have "The Final Chapter" or puzzles wherein you have to hop jump on erratic rats to get 'cross a spike pit.
On a mo' positive note, I'll also stand by my view that "The Warped Void" is the best level in this game. In a game full o' cave & water levels, it's immensely refreshing, & has some cool gimmicks, which we will see later.
I like the inner hub o' "Beneath the Waves" & the return o' the gimmick from "Castle of Illusions" o' putting all the chests in 1 hub; but I don't like the return o' the puzzle o' blind guessing which platform to jump up to.
Owl-eyed viewers will notice that raocow could've used a thin strip o' current going in toward the center o' the current circle 'stead o' brute-forcing the solution. This time, I did know 'bout the brute-force method, as it's what I used as a kid before I noticed that thin strip.
I'm surprised raocow stumbled 'pon the right way to the key before the chest in "Forest of Fear". Before I memorized this level, I would usually go right through those birds & spikes, which were hard to dodge as a kid, only to realize I had to do it 'gain 'pon finding that the key is somewhere else.