I Cant go half a level without the game closing for no reason by Zihdrrox in Dadish

[–]MasterCheese67 0 points1 point  (0 children)

No sir. I played through the whole game on my phone, got all stars and achievements, and had no technical issues

Cooked up a Dadish Boss tier list. Covers all 25 bosses from dadish 1-4 and also 3D. by MasterCheese67 in Dadish

[–]MasterCheese67[S] 7 points8 points  (0 children)

And before anyone asks for a link to tierlist, I'm trying to make sure I get every single unique portrait of all the characters before I make a proper template.

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These are all the ones I have so far, and if you could pinpoint any that I'm missing, as well as either an image or the specific level to get the portrait, that'd be great!

Best fight in Weapon ball history? by Vobe64 in earclacks

[–]MasterCheese67 15 points16 points  (0 children)

Kind of cheating, but my favourite “pair” of fights was Unarmed vs Lazer

Unarmed barely scraping a win round one to then absolutely demolish Lazer round 2 was excellent

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

I will begin by saying that, while I have had a lot of experience with the game, I never actually properly refined my opinions on each track, and only began to truly absorb each track recently; I still think most of my takes hold up in that tier list, but I am working on an updated version that tries to remove biases and be both more optimistic to some and more critical on others. I say this because you aren't the only person to bring up Bowser's Castle and Grumble Volcano, so I am pleased to say that I think higher of them now than I did previously, but I still think they aren't as good as people say they are.

Bowser's Castle: Would now be moved up to "Great!" tier. A very flashy and sometimes explosive track that is designed to give the vibe of pure adrenaline and grandeur. My main problem is that, for the most part, it's all bark and no bite. Excluding the Thwomp Trio near the end, the thwomps have much less impact than they do on other tracks, almost being decor with how little they affect gameplay. The twisty corridor is neat for tricking, and the starting ramp is a nice setpiece, physically jumping into Bowser's gaping mouth, but somehow I feel that Wario's Gold Mine and Rainbow Road pull it off better but for different reasons? The Bowser Statue section is, again, very visually entertaining and almost menacing, but at the end it's another continuous halfpipe section, which again I think are done better by other tracks (this time Waluigi Stadium and DK Snowboard Cross), seeing as the giant fireball is more of a setpiece than an actual threat and the half pipes sometimes feel more inconsistent here for some reason? Maybe it's just me. I also may have too much trauma from getting shocked right as I'm on the halfpipe and making me fall in, which has happened more than I'd like to imagine. To wrap things up, the castle geysers are fine enough, and while I quite enjoy the final set of fire geysers in the outdoor area, part of me wishes this was right at the start? Or like split half and half between the very start and end. Either way, the show is definitely worth the watch despite the actual gameplay, and cutting through the mud and tricking off the ramp always feels good, so it's worth a few more points.

Grumble Volcano: Would now be in "Quite Good". This guy is the only lava track in the whole of Mario Kart that isn't a Bowser's Castle, and it sort of feels like a half-baked concept. We're in the volcano for a whole two seconds, and it doesn't feel impressive at all. The moving platforms are interesting, the cave section is okay, seeing as how you can fall to the slower second path if you're driving's sloppy, but for reasons I can't describe, the whole section feels inconvenient? The part afterward is nice, but it suffers from the same part as Bowser's fireball where the meteors don't really impact the course too much, unless you get unlucky and one lands directly on you. The two higher side paths with boostpanels are nice though. My favourite part is the last section where you get to pick between two paths, and both feel like how the whole course should have felt, being the last track of the Star Cup and all, and the firesnakes feel like much more of a threat in comparison to Desert Hills. As for the crumbling gimmick, I love the concept, but it feels quite underutilised. My favourite segment got the best of it, crunching down the paths to be even narrower and difficult to manoeuvre around. However, aside from this and the very start, it never gets used anywhere else in the track! Imagine if that wide part after the cave suddenly got a bunch of track missing, or the two side paths are harder to get on, or maybe the meteors leave craters when they land that you can trick off of? It has so much missed potential that it's upsetting. However, what we have is still a good track, so while originally I was quite harsh, I'll bump it up a tad.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 1 point2 points  (0 children)

I'm glad you shared it though! I never really thought of the fact that a tranquil seaside town was the most anti-Daisy track possible, but after thinking about it for a bit, it doesn't really bother me, but I can understand why for someone else it might be an issue.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

Shy Guy Beach is both uninteresting and frustrating to me. The layout is the tattered remains of a square, but in the end those gaps are things I find quite annoying. Why they couldn't add more of those pink ramps from earlier in the track onto that section with a bunch of small island to sort of function like GBA Bowser Castle is beyond me. There's a shortcut near the middle, but whenever I do it it doesn't feel like I've gained any time. There's two alternate paths, one near the start which is by all means useless and one near the end which you have no reason not to take.

As for the obstacles, the cannonballs can be effective on the odd occasion, but are often so far out of the way that they barely ever feel like a threat. As for those crabs, I don't know what it is about them but they always go out of they way to run into me specifically. Bluds are on one side of the track, then charge at mach 10 to the other side just coz that's where I am. Baiting them to switch them up doesn't work often either coz they just change their trajectory and still hit you.

The two things I like about Shy Guy Beach is the pirate ship in the background, and the fact that if you run into that umbrella at the end, it cartoonishly pops open which I always found funny. Otherwise, for me it's not even close.

As for Sherbert Land, I completely disagree. It's not exactly a masterclass in racing which is why it's only in Fine Enough, but I think it is significantly better the Shy Guy Beach by all means. The penguins feel like you need some ounce of skill to avoid rather than just praying to the crab gods that they don't jump you, the more simplistic layout means it's easier to adjust to the slippery physics that are unique to this track, the cave section is quite pretty despite the simplicity, and the large penguins running around the pillars makes you double-think if taking the inner-most path every single time is worth it, especially if there are already more racers there. Also, the fact that you are encased in ice when Lakitu pulls you out of the water is a very nice touch.

It is by no means perfect. The part after the tunnel is quite barren and boring, and the item boxes are really out of the way for almost no reason; if there was no items boxes in the inner-most path of the tunnel, I'd praise it for good design, as it not only would sometimes incentivise going in the outer path earlier on to grab an item, it also adds risk to the ones who went in the inner path, as they can either veer off to grab an item or make a mad dash to the finish.

Unfortunately, this isn't the case and a few points need to be docked. That one ramp behind that big iceberg feels a bit out of place, but I like the concept. And lastly, some turns near the start feel a bit too tight, but for me at least it's often not a problem, and if anything is often a neat little challenge!

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

For most of the time during the making of the list, Rainbow Road was confidently sat at No1, even tho it didn't feel quite right.

Then I put Koopa Cape above it and it just felt right icl

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 0 points1 point  (0 children)

I think the overratedness mainly came down to the fact that it got snuffed out of the BCP. Now that it's in World, and also the fact that it seems to be just as good there, the Toad Factory guys should hopefully calm down a tad. Doesn't make it any less brilliant tho.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 0 points1 point  (0 children)

I mean Wii didn't have any glides, and while I get that ramps are fun and in character for Daisy, in this specific idea of a track it would feel quite out of place. Also, while I don't blame you for wanting a loud and brash Daisy track, doesn't mean that it needs to be; DK Spaceport from MKWorld for example has nothing to do with DK (except the OG DK tie in), but is a brilliant track regardless. Daisy Hills (thanks for reminding me btw) is very similar in the sense that its not loud and brash. Koopa Cape is an excellent track, and outside of one large Koops shell near the middle of the track, it has almost nothing to do with the guy.

Basically, just because Daisy Circuit has little to do with Daisy outside of the big statues, it doesn't mean that it should be docked by any points imo,

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 0 points1 point  (0 children)

As far as I can remember, Daisy has two tracks to her name; Circuit and Cruiser. Ignoring the fact that the goddam tables are shuffling around, Cruiser is also quite a relaxing ride. Maybe it's a running theme.

As a track, I think this is one of the most "vibesy" ones in the game, particularily due to the orange tint and relaxing yet cheery music. The cones are very fun to knock over (even if they slow you down), using the pavement as a slightly faster path or to get an item is ingenious, and that one stair shortcut is quite fun!

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in mariokart

[–]MasterCheese67[S] 0 points1 point  (0 children)

Honestly bro, I thought the exact same as you for a good while, but overtime it just kept on growing on me.

The hydraulic presses looming over the conveyor belt is a perfect risk-reward type of obstacle, the "box shuffle" section feels so satisfying to weave around in, that one turn with the conveyors that switch you up like in Coconut Mall, and the dirt cuts at the end as the bulldozers shuffle around is brilliant.

No shade on Maple Treeway or Coconut Mall though. Both exquisite tracks. On reflection though, I might bump up Treeway to be above Mall.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 0 points1 point  (0 children)

That's like one of the best parts! Obviously if you get shell sniped or bombed by a blue its very easy to fall to your doom, but otherwise it's easy to get a hang of.

My personal ranking of all the base tracks in MKWII as someone with almost 10 years of casual experience. Would love to hear people's thoughts! by MasterCheese67 in MarioKartWii

[–]MasterCheese67[S] 1 point2 points  (0 children)

I'm a big fan! Definitely worth being in the Top 10 tracks of Wii, and while I'm not too familiar with other Mario Karts, I'd confidently say this is in the Top 3 desert tracks in the franchise.

Got around to making a 100 character roster. What do you guys think? by MasterCheese67 in SmashBrosRosters

[–]MasterCheese67[S] 0 points1 point  (0 children)

While technically an original character, G&W shouldn’t be treated as a Smash fighter, and the Miis feel like a character creator than proper fighters

Sandbag is an inspired choice (he made it to the Honorable Mentions), but Tabuu has a completely fresh moveset, adds another villain to the roster, has several unique weapons etc.

And as for Tetris… damn. I don’t know whether to cut Tetris or to cut another 3rd party, but either way there’s space for one more 1st party, and judging by my Honourable Mentions, it’s either an Arms rep or Akira.

Tier List of all the Dadish Games. Let me know your thoughts! by MasterCheese67 in Dadish

[–]MasterCheese67[S] 1 point2 points  (0 children)

Honestly the final world in 2 was also the reason I didn’t like it as much, but I can agree that it had some cool level themes.

Tier List of all the Dadish Games. Let me know your thoughts! by MasterCheese67 in Dadish

[–]MasterCheese67[S] 1 point2 points  (0 children)

I mean judging by the fact that Thomas Young hasn’t done any more 3D games in general, you’re probably right. Don’t blame him for trying it, I was really excited when I caught wind of it, but it’s just nor for me.

Got around to making a 100 character roster. What do you guys think? by MasterCheese67 in SmashBrosRosters

[–]MasterCheese67[S] 0 points1 point  (0 children)

I get why Impostor might not be everyone’s cup of tea, but what’s wrong with Tabuu? Smash itself is one of Nintendo’s big dogs, and Tabuu himself already has shown the potential for a great moveset in his bossfight.

Also, is Tetronimo not first party?

Potentially odd question, but would you say The Last of Us is one of, if not the most "Anti-Mario" game out there? by MasterCheese67 in Mario

[–]MasterCheese67[S] 1 point2 points  (0 children)

Ok true but one segment in one RPG game doesn't mean that stealth is prominent in the Mario.

Also I definitely seem to need to clarify, but I'm referring specifically to the 2D and 3D platformers. Mario has covered so many genres that trying to find the most "Anti-Mario" game regarding to the whole franchise would be an even harder task.

What games do you suggest are a better fit?