Hotel Mario - The Good & the Bad

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Trev
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Post by Trev » Thu Jul 21, 2011 12:33 am

Gaara wrote:I think you misunderstood.

I like the Mario series as a whole.

But there a few games I dislike in the franchise, such as the bland "Mario Party DS", and the slightly less awful puzzler "Mario & Yoshi", which has nice graphics and sound, but I can't stand the annoying, frustrating gameplay.
Ahh, I did musunderstand ... I thought you met Mario & Yoshi as characters/series. I didn't realize you meant an actual game ... you see, in the States the game was simply titled "Yoshi." I also agree that it's not a very good game ... it didn't get very many good reviews either, as I recall.
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Post by Austin » Thu Jul 21, 2011 3:31 am

From what I have played of this game so far, I like it more than I expected. The visuals are colorful, the music and sound effects are fitting, the controls are relatively responsive and the whole concept takes a minute to pick up on. Obviously the FMV is, well.. rather embarrassing, to say the least, and I also dislike how the screen cuts out completely when you die. It just seems to interrupt what is an otherwise decent flow. All in all though, I think it's a pretty cool game, worth the Mario name unlike Nintendo's other licensed series on the system.

Also, I agree that even some of Nintendo's Mario knock-offs were sub-par (Mario & Yoshi for one). From what I understand though, Nintendo outsourced those to other development studios, so I guess you can look at them in a similar light as Hotel Mario... :lol:
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Trev
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Post by Trev » Thu Jul 21, 2011 12:52 pm

Someone on our sister forum, 3DO Zero, made me aware of this ... ever hear of it?

http://www.atariprotos.com/5200/softwar ... ytunes.htm
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Post by Calavera » Thu Jul 21, 2011 1:03 pm

One thing I don't like about it is that it is a remake of an 1983 Atari 5200 game on a (at the time) top of the line next gen system!

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Post by Gaara » Thu Jul 21, 2011 2:53 pm

I didn't realize you meant an actual game ... you see, in the States the game was simply titled "Yoshi."
The constant changing of names of video games in the 1980s/1990s remains one of the most confusing and annoying things ever. "Lylat Wars"? What kind of stupid name is that?

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Post by Gaara » Thu Jul 21, 2011 3:00 pm

Trev wrote:Someone on our sister forum, 3DO Zero, made me aware of this ... ever hear of it?

http://www.atariprotos.com/5200/softwar ... ytunes.htm
Oh My God. Oh My Buddha. Oh My Allah. Oh My King Kai.

Come to think about it....anyone ever play "Bugs Bunny Crazy Castle"? That was like a cross between "Hotel Mario" and "Wrecking Crew".

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Post by CD-inexperience » Fri Jul 22, 2011 3:55 am

I love this Calavera!

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Trev
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Post by Trev » Fri Jul 22, 2011 4:23 am

Well hi there stranger, thanks for you post. You should stop by and visit your CD-i neighbors more often. :wink:
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Re: Hotel Mario - The Good & the Bad

Post by Protoman85 » Mon Aug 15, 2011 2:14 pm

Trev wrote:Six things I like about Hotel Mario

-Addictive, like all good puzzle games.
Kind of agree, the concept however silly of shutting doors, works.

-Characters look great!
Except that the expression on Mario's face is that of a pervert!

-Good, colorful graphics.
Agreed.

-Koopa Kids! :D
Hell yes.

-Music is bouncy & pleasent.
At least in the first level, I've never beaten it. (the boss)

-Save after any level!
yes

Six things I don't like about Hotel Mario

-Animated cutscenes. :roll:
You and me and everybody :)
-Cheap enemies
Wiggler! Why must you have so many bodies!

-Jumping is broken! :evil:
This I don't get, jumping feels fine to me.

-Limited powerups.
Mmm, the flower shows up much to little.

-Loose control
ehh it feels pretty good to me.

-Too long
Is that a complaint? Really?

Been playing it recently w/my new controller ... much improved! :D

I'd like to add one. I think the fact that you jump and get hit by enemies on the next floor almost ruins the game. Leads to so many unfair deaths.

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Re: Hotel Mario - The Good & the Bad

Post by Trev » Tue Aug 16, 2011 4:09 am

Lol, when I said the jumping is broken and the control felt loose I was referring mainly to just what you said ... enemies on the floor above hitting you when you jump! :P Nothing fine about it imho ...

As for being too long ... by the time you reach the bosses the levels start to feel a bit stale to me. I wish less was needed to move on so you could experience more variety ...
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Re: Hotel Mario - The Good & the Bad

Post by Austin » Thu Aug 18, 2011 4:09 am

Protoman85 wrote:I'd like to add one. I think the fact that you jump and get hit by enemies on the next floor almost ruins the game. Leads to so many unfair deaths.
I noticed this too, but I feel this aspect gives it a sense of challenge, requiring some form of strategy and a bit of thinking ahead to get through some levels.
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Re: Hotel Mario - The Good & the Bad

Post by Protoman85 » Thu Sep 22, 2011 2:48 pm

Austin wrote:
Protoman85 wrote:I'd like to add one. I think the fact that you jump and get hit by enemies on the next floor almost ruins the game. Leads to so many unfair deaths.
I noticed this too, but I feel this aspect gives it a sense of challenge, requiring some form of strategy and a bit of thinking ahead to get through some levels.
Yes, and the strict time limits and bad control in Superman 64 also give the game a sense of challenge.....

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Re: Hotel Mario - The Good & the Bad

Post by Austin » Sat Sep 24, 2011 9:28 am

Protoman85 wrote:
Austin wrote:
Protoman85 wrote:I'd like to add one. I think the fact that you jump and get hit by enemies on the next floor almost ruins the game. Leads to so many unfair deaths.
I noticed this too, but I feel this aspect gives it a sense of challenge, requiring some form of strategy and a bit of thinking ahead to get through some levels.
Yes, and the strict time limits and bad control in Superman 64 also give the game a sense of challenge.....
When I say "challenge", I mean a very "lite" challenge. Superman 64 is a broken POS, completely uncomparable to Hotel Mario, which is an otherwise very playable game that gets knocked more for its Philips-Nintendo licensing deal than for being a bad game in itself (which it is not).
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Re: Hotel Mario - The Good & the Bad

Post by Protoman85 » Sat Sep 24, 2011 3:43 pm

Austin wrote:
Protoman85 wrote:
Austin wrote: I noticed this too, but I feel this aspect gives it a sense of challenge, requiring some form of strategy and a bit of thinking ahead to get through some levels.
Yes, and the strict time limits and bad control in Superman 64 also give the game a sense of challenge.....
When I say "challenge", I mean a very "lite" challenge. Superman 64 is a broken POS, completely uncomparable to Hotel Mario, which is an otherwise very playable game that gets knocked more for its Philips-Nintendo licensing deal than for being a bad game in itself (which it is not).
Well I was exaggerating a bit to stress my point that the jump-into-enemies-on-higher-planes thing in Hotel Mario is bad design rather than in there to give the game challenge. I know Superman 64 is a lot worse than Hotel Mario, which is actually a decent game.

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Post by tgn_rogue » Fri May 18, 2012 3:55 pm

Alan_Eng wrote:It's one of my favourite games ever. The 2 player mode obviously allows you to play as Luigi, so it's the nearest on cd-i to ''Sonic & Tails''! I agree that simultaneous 2 player would have been fantastic.

To my knowledge, the following are the only 2 player simultaneous games..

Frog Feast
Solar Crusade
Pac Panic
Whack a Bubble
Mystic Midway - Phantom Express
Ms Pacman (Arcade Classics)
Going Dutch (Family Games 2)
Striker Pro
Ultra cd-i soccer
International Tennis Open
NFL Hall of Fame Football
Caesar's World of Boxing
Rise of the Robots

Alan
Didn't Micro Machines also have a simultaneous two player mode, as I'm sure I remember it also having the option of doing two players on one remote/controller, which was always .. Interesting to say the least haha.
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