SUPER CRAZY RHYTHM CASTLE

SUPER CRAZY RHYTHM CASTLE

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This game needs a "practice mode".
I'm aware this will probably never get implemented. Title says it all. While this game is on the lower end of the difficulty spectrum when it comes to rhythm games, this one is in desperate need of a practice mode. Tracks 20+ and the Cart Tracks can get insanely complex with their layouts and being able to slow them down (like a traditional rhythm practice mode allows) would make it actually reasonable to learn. As things currently stand, I'm probably dropping to Normal for the final handful of Music Medals because, bashing my head at the wall trying to practice patterns that are too complex and fast to even get a grip on, without any means to slow things down and get the feeling for it the pattern, is getting very very old.

Really enjoying having almost every stage at 3 stars on pro, except for stage 14 for this very reason. I have to fight through 6 minutes of the ♥♥♥♥♥♥♥♥ stage, just to have all that work mean nothing because Flamenco is so complex that I keep being shy by like 2k. If I could slow it down and practice the patterns for like 10 ♥♥♥♥♥♥♥♥ minutes, I'd probably have it done days ago. But instead, lets make you sit through a 6 minute stage and your entire ability to get the 3 stars hinges on the last 45 seconds. Sooo much fun /s.





Edit: As an aside, a mini rant on just how bad stage 14 (and in a lot of similar ways stage 9) really is. In every other level (with the exceptions of stage 16 and stage 20, which are more 'challenge' levels), how well you do throughout the stage is an important factor in whether you can 3 star the stage, you need to play proficiently the entire time or you are not going to make the requirement.
In stage 14, the entire first section is irrelevant and a forgone conclusion if you can meet the minimum 6k needed to reach the second section. Even if you play the section flawlessly, you're only going into the next section with maybe a 2k-3k bonus... towards the 100k you're expected to get in the second section. Thats a minimum of 94k of difference to make up, meaning you are gaining score in this section at such a rate that the minscule bonus you may have got in the previous section means absolutely nothing. The difficulty spike in Jolt City to Flamenco is just night and day, and yet your performance in section 1 has almost no baring whatsoever on if you can get the 3 star. The first section might as well be a cutscene with the sheer difficulty spike of Flamenco and the fact doing it well doesn't even help you in a tangible way.

Stage 9 has the same issue of 2/3 sections just being pointless fluff. The first two sections do not have a time limit and as such you are always going to clear them with the same amount of points unless you deliberately do not destroy objects in these sections. It's just 3-6 minutes of wasting your damn time. All that matters is the 5 minutes you have to reach the point requirement in section 3.

I love this game, but some of this stuff is so badly designed that it just drives me absolutely ♥♥♥♥♥♥♥ nuts.
Last edited by Revengicide; 15 Aug @ 2:06pm
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ShinkiDx 16 Aug @ 4:15am 
Thanks for your feedback, I'm glad you enjoy the game!

You may already know this but there is a skip function in the Music Lab to aid with practice, though it's not quite what you're asking for. It doesn't slow the song down, and it's not available on the cartridge songs, but it is useful. In a lab room use the bar at the bottom of the screen and you can begin the song part-way through to be able to practice a particular section a little easier.

I agree with your other point. It's definitely one of the biggest things I wish we could go back and change. The demolition levels and the Habanero boss are a kick in the nuts in terms of replay, largely because they ended up so long and have no skip-ahead.

Please don't consider the below as making excuses - I 100% agree it should be better. But if you'd like some more context on the reasons why it ended up as it is, see below.

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There's always a huge list of things to improve and fix, and ultimately some things get lost that probably shouldn't have. If we'd had more breathing room we might've been able to sort these issues out, but it was an ambitious development with a lot coming together towards the end on a lot of different platforms. It's easy to see now the dust has settled that this is one of the bigger failures.

We did make a variety of changes/improvements to get to the version you're playing. Things were worse, and they got better, but with everything else going on we didn't have time to make some of the bigger adjustments that would've made more difference.

For example you point out that the first 2 sections in the school level are fluff because there's no timer. Originally the timer encompassed all three areas and we dropped it from the first two sections to stop there being pressure on you for the entire level when aiming for a better score. You can at least take your time on those first two rooms and know it isn't hurting your chances. Would've liked to put in a skip so the player can just jump to that last room if they've been there before, but everything goes on a list and only certain things get done.

Similarly the demolition training level - we had it on our list to break those three rooms out into three separate level doors, with each having their own goal time and scoring, but just never got chance to do it.

You're right about the Habanero level, if you're aiming to 3 star it the earlier sections will be cumbersome and (mostly) not contribute. In terms of the music disparity: that segment of Flamenco was specifically picked because it's a relatively easy part of that song. You're right that Flamenco is a ton harder than Jolt City as a song, but I personally don't feel that particular segment of Flamenco is super far beyond other songs in that part of the game.

Again, the decision for the earlier parts of that level to not contribute much to the 3 star was intentional, and came as fairly late adjustment. Since the first sections had a lot of variables it seemed unfair that your encore might be hampered by early stuff like how optimally you laid out the garlic bombs. We increased the scoring scaling for the encore to de-emphasise the early part a lot in the encore score. I understand that does mean it feels like 'fluff' now in the 3 star context.

That level in particular underwent a lot of iteration, and often the focus is making sure it's enjoyable and making sure it's not too punishing in a variety of ways. The unfortunate truth is that the 3-star experience nearly always gets put behind the 1-star experience, and that level was a fair bit of trouble in getting the 1-star experience right.
Last edited by ShinkiDx; 16 Aug @ 4:18am
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