I wanna be the Magnificent Stumble

Creator: Hiddow

Average Rating
8.3 / 10
Average Difficulty
76.5 / 100
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Tags:

Needle (16) Trigger (2) Original (2) Stumble-Like (2)

Screenshots

  • by geogeo222
  • by geogeo222
  • by geogeo222

41 Reviews:

ActualKale
Consider this:

The perception a person has of how difficult something is will vary with the person

How difficult a particular person perceives something to be is going to vary from day to day

How difficult a particular person perceives something to be is going to vary over time

How difficult the general playerbase perceives something to be is going to deflate over time

The idea a person has of what it means for something to be difficult will vary WIDELY with the person

The idea a person has of how a game's difficulty translates to a difficulty rating on Delicious Fruit is going to vary with the person

The idea a person has of by which principle one ought to score something is going to vary with the person

One person might base their rating on their own experience of the difficulty

where as another might make an estimation of how difficult the game would be for the general player and score it relative to other ratings of different games.

Some people look at how others score something and score similarly

Some people might adjust their score for difficulty inflation, others might not

In all cases people will operate with different notions of what difficulty is and how that difficulty is to be translated into a rating.

Thus, different reasons for a difference in how two people rate the same game might stack but that does not necessarily mean that the difference increases


If we accept these as reasons for scoring disparity we might not be so quick to call error when a game has an average score that differs from what we personally would have rated it.


Regarding Magnificent Stumble;
An iconic needle game. Out of the thousands of needle games in circulation there are probably only a few dozens I consider worth playing and of those there are only a handful that I would say genuinely impress me. Magnificent Stumble is among the latter. It's impressive because after like 10 years of needle games it should have been impossible to make something this unique without tampering with the base ingredients of a needle game. Still, outside of some later year imitations I can't really think of any games that play or feel like Magnificent Stumble.

It's of course noteworthy how one of the most recognizable and visually striking fangames ever uses default spikes, single-color tiles and no effects outside of a subtle flashlight. The real brilliance of Magnificent Stumble lies in how its rather simple presentation is integrated into the gameplay, or vice versa if you will - the game's two key components both serve one another while simultaneously coming together as a cohesive whole. Clever and unique jumps melding into artful layouts which in turn add up to a larger maze-like structure which help the progression feel like a journey and gives the game its unmistakable identity.

Magnificent Stumble was released all the way back in 2015. It's tempting to say it was a game ahead of its time but while that is true it also seems to suggest that the times have now caught up. I don't think they have.

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[10] Likes
Rating: 9.5 95       Difficulty: 75 75
Nov 8, 2021
Wolfiexe
Rating and review is based on the Hard difficulty. Easy I'd gauge to be around a 70 difficulty rating.

Magnificent Stumble is a very polished and aesthetically simple yet pleasing needle game, boasting a wide variety of very unusual manoeuvres and slick jumps that will test just about everyone who takes a stab at it. There are two difficulties upon starting, these being Easy and Hard. As aforementioned, Easy is about a 70 difficulty rating which still makes for a considerable challenge, whereas Hard buffs every save in a multitude of ways, making for some incredibly daunting gauntlets and tough times. The final save felt like one of the hardest needle saves I'd beaten, making it a very taxing challenge, so do be wary when you're deciding the difficulty you want to play with here.

After a brief introductory segment, the game presents two paths of needle for you to tackle. The needle itself is very well made. Hiddow makes use of the classic needle gimmicks we've all come to know and love such as vines, water and platforms, as well as a plethora of delicious fruit to overcome. They're often used in satisfying yet very demanding ways, giving very little room for error. The arrangement of the jumps in conjunction with the stage layout is really interesting, and the overall aesthetic is just very memorable and pleasing to travel through. Any mandatory aligns are highlighted for comfort-sake, and whilst save balance can differ quite frequently, each path culminates in quite a challenging finale.

I started with the left path which feels like the easier of the two, although a couple of screens in particular with some very tricky final jumps and worrying segments make for a real big challenge. I believe this stage is also longer than the right, being made up of a 4x4 room grid. I enjoyed the majority of this stage, although an early screen presents a jump that had me puzzled for a while at the end of a multi-screen save whereby a shuriken t-bone is nerfed by a pixel or two which allows you to full jump inside to get the distance required for the landing. I was a bit stumped for a while as I didn't think it would be possible.

The right path I tackled last, and this definitely brought the difficulty rating up. This path feels a lot more precision-focused and boasts some incredibly tough segments particular towards the end, where floating vines became my worst nightmare . The final screen of this path also ended up costing me an incredibly hefty number of deaths and numerous hours, being made up of a multitude of very tough jumps mixed in with wacky 16px's and a final jump that I found really unpleasant. Be prepared for a consistency grind when you get here, as this truly is Hiddow's Frankenstein of the needle world (if I had to rank the save by itself, it would probably be in the low 90's).

Magnificent Stumble is a very refreshing needle game. I don't generally enjoy playing or grinding needle of this difficulty, but Hiddow designed it in a way that felt enjoyable and interesting throughout, even with the odd save stinging in difficulty or causing some frustration. My only main nitpick would be the worrying high number of 16px buffs that I believe were added between the Easy and Hard mode increase, although I feel they're often done in creative ways. One of my favourite hard needle games for sure.

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Tagged as: Needle
[6] Likes
Rating: 9.0 90       Difficulty: 87 87
Dec 18, 2018
Shinobu
https://youtu.be/SRFJS8sLK4c
After I saw this hard mode playthrough few months ago, I thought this was pretty easy and decided to play it later, which I did few weeks ago.
So the rating is based on hard mode.

...I should have listened to peranche's words, which he said "This game is hard as balls."
As a conclusion, peranche beated this game on hard mode with slightly above 10k deaths, and I only beated the left portal spending 8k deaths. (hard mode of course)

Most of the saves consists of extreme amount of presicions, requires no mistakes to pass it, with some being the worst I've ever seen. This was my weakest point, so almost every save became a massive grind. Should have chosen the easier mode. xD
Hard mode can be compared to MMM, which I think the difficulty is very similar. I don't think I can beat the right portal in the near future, so decided to write this now. Only recommend the normal mode. Hard mode is for insane people.

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Tagged as: Needle
[4] Likes
Rating: 6.5 65       Difficulty: 91 91
Nov 29, 2018
Kilgour22
Rating based on regular version.

Most of the left warp saves are excellent. There are a couple stinkers—one in particular with a bunch of corners—but the quality generally remains high.

I'm torn on the right warp. The last three saves really hampered my enjoyment. For the first two, the air vines were very awkward to figure out, and having some of the trial-and-error portion deeper into the saves was, in my opinion, a bad decision. Also, thematically it's weird to have only two screens of these vines thrown in. It just feels out of place, given the rest of the game. The last save has a bunch of 16-pixels in disguise, so it was more of a meat grinder than anything else.

It's still worth playing through. Hard mode looks much worse from the playthroughs I've watched (corner and ledge grab spam), but I can see that being enjoyable for very high-skill needle players. For us common folk, easy/regular mode is definitely the correct option for a first playthrough.

Cleartime and deaths: 2:18:22, 1620

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[2] Likes
Rating: 7.5 75       Difficulty: 72 72
Jul 9, 2022
Chatran
I will be honest and say that I prefer Hard mode. It was the original design for the game and really it just flows super well.

The game has a small handful of segments that I'm not the biggest fan of, namely at the beginning of the right area. However, the game as a whole has some of the most consistently unique and rewarding needle ever made. Highly influential for me.

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Tagged as: Needle
[2] Likes
Rating: 9.4 94       Difficulty: N/A
Dec 2, 2016