I wanna stop the Simulation
Creators: pieceofcheese87, Tralexium, RandomErik, Smartkin, WetWookie, GayWizard609

Creator's Comments:
Bob [Creator]
This is the Blind Race game for FM2019. We put a lot of work into it and hope people will enjoy it!
Patches will be made as bugs are found.
Patches will be made as bugs are found.
Tagged as: FM_2019
[10] Likes
Rating: N/A
Difficulty: N/A
Oct 5, 2019
65 Reviews:
mexmen2011
Grandioso juego , estresante pero una satisfaccion enorme al terminarlo <3
[3] Likes
Rating: 8.0
Difficulty: 50
Oct 6, 2019
Jopagu
StS is a game that unfortunately had a lot of great ideas that it could not always live up to.
The first major area is Mario themed, and frankly I didn't enjoy any of it. The throwing gimmick isn't very fun, and the traps were annoying and not very funny. The boss of this area, Mecha Birdo, is really unfun, with weird hitboxes on the platforms, and some annoying RNG. It's also harder than a lot of later bosses.
The next area was Baba themed, and perhaps the biggest disappointment. The Baba gimmicks are barely used for puzzles, instead just making some boring platforming. Additionally, there is a really weird and obtrusive kill border that seriously saps enjoyment. The boss is kinda lame too, it doesn't even make an effort to use Baba rules to describe the boss.
Next, Isaac. This area could've been cool, but it's incredibly buggy. Half the time you can't shoot and move at the same time, which makes it impossible to play since this is a core part of Isaac. It's also over as soon as it begins, not really taking advantage of the Isaac style items.
Next, Spelunky. This area was decent, although it felt too far divorced from the source material. On the very first screen, I tried to pick up a landmine, something you can do in Spelunky, and it crashed my game. I can understand changing mechanics, but its mind-boggling that they didn't even test this and let a crash get into the game. Additionally, you can't walk sideways through spikes, which is a big part of Spelunky. Combined with some awkward traps, this just felt like fangame platforming with a Spelunky skin, wasting the concept. The boss is decent. The following avoidance is really unfun, with some awkward patterns and nothing really memorable.
The next two areas, Contra and Castlevania, are really fun. I didn't have any real problems with them, and they do some super cool stuff. This is the standard I wish the earlier areas lived up to.
The final stage goes through several games really quick. The Meat Boy and End is Nigh stages are awesome, but the Kirby stage is bad at tutorializing the gimmicks and has some really bad placements of enemies that can shoot you through walls. The charge gun stage is boring and didn't really add anything to the game.
The final boss is incredible. It makes everything else worth it. It has a lot of super creative ideas and some really really fun attacks. It makes me wish I could rate the game higher, but everything else just had too many flaws that added up to a poor experience.
[2] Likes
The first major area is Mario themed, and frankly I didn't enjoy any of it. The throwing gimmick isn't very fun, and the traps were annoying and not very funny. The boss of this area, Mecha Birdo, is really unfun, with weird hitboxes on the platforms, and some annoying RNG. It's also harder than a lot of later bosses.
The next area was Baba themed, and perhaps the biggest disappointment. The Baba gimmicks are barely used for puzzles, instead just making some boring platforming. Additionally, there is a really weird and obtrusive kill border that seriously saps enjoyment. The boss is kinda lame too, it doesn't even make an effort to use Baba rules to describe the boss.
Next, Isaac. This area could've been cool, but it's incredibly buggy. Half the time you can't shoot and move at the same time, which makes it impossible to play since this is a core part of Isaac. It's also over as soon as it begins, not really taking advantage of the Isaac style items.
Next, Spelunky. This area was decent, although it felt too far divorced from the source material. On the very first screen, I tried to pick up a landmine, something you can do in Spelunky, and it crashed my game. I can understand changing mechanics, but its mind-boggling that they didn't even test this and let a crash get into the game. Additionally, you can't walk sideways through spikes, which is a big part of Spelunky. Combined with some awkward traps, this just felt like fangame platforming with a Spelunky skin, wasting the concept. The boss is decent. The following avoidance is really unfun, with some awkward patterns and nothing really memorable.
The next two areas, Contra and Castlevania, are really fun. I didn't have any real problems with them, and they do some super cool stuff. This is the standard I wish the earlier areas lived up to.
The final stage goes through several games really quick. The Meat Boy and End is Nigh stages are awesome, but the Kirby stage is bad at tutorializing the gimmicks and has some really bad placements of enemies that can shoot you through walls. The charge gun stage is boring and didn't really add anything to the game.
The final boss is incredible. It makes everything else worth it. It has a lot of super creative ideas and some really really fun attacks. It makes me wish I could rate the game higher, but everything else just had too many flaws that added up to a poor experience.
Rating: 7.0
Difficulty: 55
Sep 25, 2022
Yao_yao
游戏包含的挺多,想法还不错,就是难度高了点。不过,我就喜欢和散人一样挑战困难的关卡,那种突破难关的优越感实在是好极了!毕竟,坚持才是胜利,让我们在这虚拟的关卡中,不断突破自我,步步向前,从一个游戏到另一个游戏,从一步向前一步!加油,奥利给!
The game contains a lot of ideas, but the difficulty is a little high. However, I like to challenge the difficult level just like the individual. The superiority of breaking through the difficult level is really excellent! After all, persistence is the victory. Let's break through ourselves in this virtual level, step by step, from one game to another, step by step! Come on, AOLIGEI(it means come on)!
Das Spiel enthält viele Ideen, aber die Schwierigkeit ist ein wenig hoch.Aber ich möchte die schwierige Ebene wie der Einzelne herausfordern. Die Überlegenheit, durch die schwierige Ebene zu brechen, ist wirklich ausgezeichnet!Schließlich ist Ausdauer der Sieg. Lasst uns in dieser virtuellen Ebene, Schritt für Schritt, von einem Spiel zum anderen, Schritt für Schritt durchbrechen!Komm schon. Komm.
ゲームにはたくさんのアイデアが含まれていますが、ちょっと難しいです。でも、私は個人と同じように困難な関所に挑戦するのが好きです。あのような難関を突破する優越感は本当に素晴らしいです。結局、堅持するのが勝利で、私達をこの仮想的な関門の中でならせて、絶えず自己を突破して、一歩ずつ前に向かって、1つのゲームから別のゲームまで、1歩前に進みます!頑張って!
Игра содержит очень много идей, это очень трудно. Тем не менее, я люблю, как и другие бросают вызов трудным точкам, это прорыв трудно чувство превосходства действительно замечательно! ведь настойчивость - это победа, пусть мы в этом виртуальном терминале, постоянно Прорываемся вперед, от одной игры к другой, шаг вперед! Давай.
[2] Likes
The game contains a lot of ideas, but the difficulty is a little high. However, I like to challenge the difficult level just like the individual. The superiority of breaking through the difficult level is really excellent! After all, persistence is the victory. Let's break through ourselves in this virtual level, step by step, from one game to another, step by step! Come on, AOLIGEI(it means come on)!
Das Spiel enthält viele Ideen, aber die Schwierigkeit ist ein wenig hoch.Aber ich möchte die schwierige Ebene wie der Einzelne herausfordern. Die Überlegenheit, durch die schwierige Ebene zu brechen, ist wirklich ausgezeichnet!Schließlich ist Ausdauer der Sieg. Lasst uns in dieser virtuellen Ebene, Schritt für Schritt, von einem Spiel zum anderen, Schritt für Schritt durchbrechen!Komm schon. Komm.
ゲームにはたくさんのアイデアが含まれていますが、ちょっと難しいです。でも、私は個人と同じように困難な関所に挑戦するのが好きです。あのような難関を突破する優越感は本当に素晴らしいです。結局、堅持するのが勝利で、私達をこの仮想的な関門の中でならせて、絶えず自己を突破して、一歩ずつ前に向かって、1つのゲームから別のゲームまで、1歩前に進みます!頑張って!
Игра содержит очень много идей, это очень трудно. Тем не менее, я люблю, как и другие бросают вызов трудным точкам, это прорыв трудно чувство превосходства действительно замечательно! ведь настойчивость - это победа, пусть мы в этом виртуальном терминале, постоянно Прорываемся вперед, от одной игры к другой, шаг вперед! Давай.
Rating: 10.0
Difficulty: 65
Apr 5, 2020
Desticler
Runman: Really weird first choice but also a very good one, made me hyped.
Mario 2: Why are saves so long? Why is the memory game so hard? Who thought those homing birds were a good idea? The materials are all there to make an amazing stage but instead I got a pretty frustrating one with bits of fun here and there. The boss though was amazing and made up for everything.
Baba is You: Really, really good. The puzzles were all interesting, and the only time I got stuck was just me being stupid. The boss is okay.
Isaac: Just like Doom stage in Warp the Worlds, this is something that's really impressive and fun on 1st playthrough, but when you beat it you never want to play it again.
Spelunky: Could have been one of my favorite stages, maybe even on par with baba is you stage, but the final screen... The game failed to teach me "gun jump" is more effecient than "gun doublejump" so I had to ask what to do. Plus that one jump is way too precise for how often you have to do it. I hated that part. The boss was really good but my opinion on the stage was already damaged too much.
Contra: I never played any Contra games but I really liked this stage. Really, my only complaint is this has nothing to do with fangames. Every "super different" stage in marathon series up until this point had a lot of fangame references but this... This is just contra.
Castlevania: Zoomed in camera took a while to get used to but after that this was incredibly fun. Music choices were great as well. The boss was too easy but fun nonetheless.
Simulation: Seriously, everyone who plays this game must've beaten the previous three games. Otherwise you probably wouldn't feel anything special from this stage though this is VERY special to me after having beaten the other marathon games. The veeeery first save was bad though.
Final boss: Up until this point, there wasn't a single final boss in marathon games that I liked right away. In case of IWFAC, I outright hated that boss at first. But it all ended with me liking them. This boss, on the other hand... I loved it all the way through. This is literally perfect. This is the best way to end this series. Also, when I was playing through the final stage, I thought "Yeah this is the best marathon game but it shares first place with IWWTW". This boss made me put STS above WTW. It's that good.
The marathon tetralogy was the best fangame experience I ever had and this is the perfect conclusion.
Mario 2: Why are saves so long? Why is the memory game so hard? Who thought those homing birds were a good idea? The materials are all there to make an amazing stage but instead I got a pretty frustrating one with bits of fun here and there. The boss though was amazing and made up for everything.
Baba is You: Really, really good. The puzzles were all interesting, and the only time I got stuck was just me being stupid. The boss is okay.
Isaac: Just like Doom stage in Warp the Worlds, this is something that's really impressive and fun on 1st playthrough, but when you beat it you never want to play it again.
Spelunky: Could have been one of my favorite stages, maybe even on par with baba is you stage, but the final screen... The game failed to teach me "gun jump" is more effecient than "gun doublejump" so I had to ask what to do. Plus that one jump is way too precise for how often you have to do it. I hated that part. The boss was really good but my opinion on the stage was already damaged too much.
Contra: I never played any Contra games but I really liked this stage. Really, my only complaint is this has nothing to do with fangames. Every "super different" stage in marathon series up until this point had a lot of fangame references but this... This is just contra.
Castlevania: Zoomed in camera took a while to get used to but after that this was incredibly fun. Music choices were great as well. The boss was too easy but fun nonetheless.
Simulation: Seriously, everyone who plays this game must've beaten the previous three games. Otherwise you probably wouldn't feel anything special from this stage though this is VERY special to me after having beaten the other marathon games. The veeeery first save was bad though.
Final boss: Up until this point, there wasn't a single final boss in marathon games that I liked right away. In case of IWFAC, I outright hated that boss at first. But it all ended with me liking them. This boss, on the other hand... I loved it all the way through. This is literally perfect. This is the best way to end this series. Also, when I was playing through the final stage, I thought "Yeah this is the best marathon game but it shares first place with IWWTW". This boss made me put STS above WTW. It's that good.
The marathon tetralogy was the best fangame experience I ever had and this is the perfect conclusion.
Tagged as: Adventure
[2] Likes
Rating: 10.0
Difficulty: 50
Oct 17, 2019
CeleCele
There are allready a lot of reviews that go indepth so i'll just keep it short.
This game is amazing and creative. I especially enjoyed the binding of isaac area. even the worst stage was mostly fun, which was spelunky. I can't really explain why though, it just didn't click. The bosses were all great especially the final boss.
i'd say this is a must play
[2] Likes
This game is amazing and creative. I especially enjoyed the binding of isaac area. even the worst stage was mostly fun, which was spelunky. I can't really explain why though, it just didn't click. The bosses were all great especially the final boss.
i'd say this is a must play
Rating: 9.8
Difficulty: 58
Oct 16, 2019
Artimax
This is one of the best games on the site hands-down, and I really think the team was at their element with this one.
Runnerman - this stage was honestly my least favourite one, but the least favourite for this game is still great. It kinda felt like the shell power up from NSMB (went a little too fast, tended to bonk off walls uncontrollably). The boss fight was pretty fun but I feel like if the levels were longer and able to get me more used to how the Runningman worked, I feel like I would've been able to react to the incoming obstacles in the fight easier instead of it being just trial and error, but that's probably just because I'm bad.
SMB. 2 - One of the best. I really like how this stage splits into three substages which helps you feel like you're progressing more. Some of the traps in this were just genius and the level design went well with picking up stuff. The boss definitely feels like a remastered version of the original IWBTG Mecha Birdo fight and navigating onto each platform while dodging all the lasers and stuff was really fun. One of the harder fights for me.
Baba - Pretty fun, I really liked how blocks (eg. Baba, is, etc.) that needed to be pushed could be stood on, and I feel like those puzzles were pretty fleshed out. The ghost boos had pretty interesting and fun attacks and I feel like the difficulty was spot on compared to the platforming.
Binding of Isaac - Going through this was the greatest feeling of euphoria for me for a long time. Throughout the whole game so far, I would die to every save multiple times and never get through it on my first try. This stage was a huge relief for me because that meant I could just speed through the whole stage without dying and it was definitely one of the best parts of the game imo. Besides the difficulty, I feel like the enemies and boss design was great, especially the shadows under some of the projectiles which were crucial for me to understand where they were.
Spelunky - Going back to standard platforming after such an easy stage did make this seem a little hard, but there were no difficulty spikes and everything was laid out so that if you died, it was your fault, unless it was one of the brilliant traps. Also, Mr. Ribbit was a cute and charming boss which was fun to learn.
Contra - When I started this, I kept telling myself that I would beat one more save and then do something else, but this stage kept pulling me back in when I thought I was out. I feel like the fangame systems and Contra work really well together which elevated this stage to something which at first glance wouldn't seem that great, but it was one of the most fun out of all the stages. The boss was great also and kinda felt like a Cuphead boss.
Castlevania IV - One of the trickiest stages (probably due to the zoomed-in camera and the different but fun weapon) that was really fun to figure out. The blue warp things were fun to master, and the boss was great at forcing the player to get good with the whip and learn to outsmart its many random and quick attacks.
Simulation - Alright stage which seemed only better than the first stage. Some of the enemy placements were kinda iffy (Kirby area) but every other part of this stage was great to revisit, now in a more polished style.
Final Boss - Oh my God this is the greatest boss I think I've ever fought in a fangame. I really liked the Windows idea and using code to change the player's physics. Aside from one crash (which ironically played the Windows XP error sound when it happened), I'd say that this boss is the closest thing to perfect I have ever seen. I loved the first phase which definitely seemed like the same level of difficulty as the rest of the game and the second phase was so charming and by far the hardest part of the game (that second attack is bs). All these brilliant ideas and excellent execution propelled this boss into one of the most memorable bosses in all of fangames.
Overall, this is definitely the best blind race game ever and the only major thing bad about this game is that it might be the last one.
[2] Likes
Runnerman - this stage was honestly my least favourite one, but the least favourite for this game is still great. It kinda felt like the shell power up from NSMB (went a little too fast, tended to bonk off walls uncontrollably). The boss fight was pretty fun but I feel like if the levels were longer and able to get me more used to how the Runningman worked, I feel like I would've been able to react to the incoming obstacles in the fight easier instead of it being just trial and error, but that's probably just because I'm bad.
SMB. 2 - One of the best. I really like how this stage splits into three substages which helps you feel like you're progressing more. Some of the traps in this were just genius and the level design went well with picking up stuff. The boss definitely feels like a remastered version of the original IWBTG Mecha Birdo fight and navigating onto each platform while dodging all the lasers and stuff was really fun. One of the harder fights for me.
Baba - Pretty fun, I really liked how blocks (eg. Baba, is, etc.) that needed to be pushed could be stood on, and I feel like those puzzles were pretty fleshed out. The ghost boos had pretty interesting and fun attacks and I feel like the difficulty was spot on compared to the platforming.
Binding of Isaac - Going through this was the greatest feeling of euphoria for me for a long time. Throughout the whole game so far, I would die to every save multiple times and never get through it on my first try. This stage was a huge relief for me because that meant I could just speed through the whole stage without dying and it was definitely one of the best parts of the game imo. Besides the difficulty, I feel like the enemies and boss design was great, especially the shadows under some of the projectiles which were crucial for me to understand where they were.
Spelunky - Going back to standard platforming after such an easy stage did make this seem a little hard, but there were no difficulty spikes and everything was laid out so that if you died, it was your fault, unless it was one of the brilliant traps. Also, Mr. Ribbit was a cute and charming boss which was fun to learn.
Contra - When I started this, I kept telling myself that I would beat one more save and then do something else, but this stage kept pulling me back in when I thought I was out. I feel like the fangame systems and Contra work really well together which elevated this stage to something which at first glance wouldn't seem that great, but it was one of the most fun out of all the stages. The boss was great also and kinda felt like a Cuphead boss.
Castlevania IV - One of the trickiest stages (probably due to the zoomed-in camera and the different but fun weapon) that was really fun to figure out. The blue warp things were fun to master, and the boss was great at forcing the player to get good with the whip and learn to outsmart its many random and quick attacks.
Simulation - Alright stage which seemed only better than the first stage. Some of the enemy placements were kinda iffy (Kirby area) but every other part of this stage was great to revisit, now in a more polished style.
Final Boss - Oh my God this is the greatest boss I think I've ever fought in a fangame. I really liked the Windows idea and using code to change the player's physics. Aside from one crash (which ironically played the Windows XP error sound when it happened), I'd say that this boss is the closest thing to perfect I have ever seen. I loved the first phase which definitely seemed like the same level of difficulty as the rest of the game and the second phase was so charming and by far the hardest part of the game (that second attack is bs). All these brilliant ideas and excellent execution propelled this boss into one of the most memorable bosses in all of fangames.
Overall, this is definitely the best blind race game ever and the only major thing bad about this game is that it might be the last one.
Rating: 9.8
Difficulty: 57
Oct 8, 2019
moogy
Based on the initial version posted on DelFruit.
A respectable effort for a marathon game; while I found most of the first half boring, this year's game didn't wear out its welcome with a terribly drawn-out stage at the end like last year's.
Detailed comments in spoilers below.
The biggest issue I have is that the first half of the game is honestly just... boring. The Baba stage is all right (though honestly very simplistic puzzle-wise other than maybe one screen), but Runman, SMB2, and Isaac don't really accomplish much. Recreating such a broad range of games in GMS is commendable, but simply copying aesthetics and mechanics doesn't automatically equate to fun.
The Isaac stage is probably the best example of this - yes, it's impressive that you recreated Isaac in Game Maker like this, but it's just not interesting to play at all. It's pretty much the same as just opening Isaac yourself and playing the first two floors that get generated, except with a more limited pool of items and fixed bosses. None of the players during the actual marathon run died even once here, and neither did I - it doesn't necessarily need to be brutally difficult, but if it's not distinguishing itself from the original game via the mechanics then I at least expect some fangame bullshit to compensate.
To go through the rest of the stages:
The Runman stage simply has no kill objects or fail states until the boss, which is... an odd decision. Probably works better in a marathon/race context. SMB2 has some fun traps and explores SMB2 mechanics in ways the original game did not, but... I dunno, it just felt bland to me.
Baba stage is fine but I would have liked to see some more difficult puzzles. The boundaries of the screen killing you is also a very odd decision and led to a few IMO unwarranted deaths.
Spelunky has a bit more bite to it than previous levels, but I feel like making a level based on Spelunky without actually recreating the roguelike elements of the original was just a bad idea. You're left with a limited design space for interesting platforming if you just stick to Spelunky's mechanics and enemies. Using the shotgun's recoil to enhance your jump is kind of neat, but the implementation leaves a lot to be desired; figuring out how to get max height took me a while, but once I did, the jumps that required it were basically trivial.
After Spelunky, the game picked up a lot for me. The Contra stage is a nice take on the original, adding some I Wanna-esque platforming and traps to spice things up a bit, and SCIV, while not actually very similar to the original game, has snappy pacing and pulls off melee combat with the Kid surprisingly well.
I don't really have any complaints with the throwback stage save for the placement of some of the enemies in the Kirby part... I was also expecting the VVVVVV gravity flip to go faster but that's not really a big deal.
I liked pretty much all of the bosses; the Baba one felt a bit tacked on but otherwise they were all a fair challenge and helped keep me engaged with the game throughout the earlier parts. The final boss is a bit harder than the rest of what the game throws at you, IMO, but it's the final boss, so the difficulty spike is warranted. Only thing I would change in it is Bonzi Buddy's second attack, which felt very RNG-heavy in an unfun way.
Overall I'd say the game improved as it went on and I was left with a mostly positive impression by the end.
[2] Likes
A respectable effort for a marathon game; while I found most of the first half boring, this year's game didn't wear out its welcome with a terribly drawn-out stage at the end like last year's.
Detailed comments in spoilers below.
The biggest issue I have is that the first half of the game is honestly just... boring. The Baba stage is all right (though honestly very simplistic puzzle-wise other than maybe one screen), but Runman, SMB2, and Isaac don't really accomplish much. Recreating such a broad range of games in GMS is commendable, but simply copying aesthetics and mechanics doesn't automatically equate to fun.
The Isaac stage is probably the best example of this - yes, it's impressive that you recreated Isaac in Game Maker like this, but it's just not interesting to play at all. It's pretty much the same as just opening Isaac yourself and playing the first two floors that get generated, except with a more limited pool of items and fixed bosses. None of the players during the actual marathon run died even once here, and neither did I - it doesn't necessarily need to be brutally difficult, but if it's not distinguishing itself from the original game via the mechanics then I at least expect some fangame bullshit to compensate.
To go through the rest of the stages:
The Runman stage simply has no kill objects or fail states until the boss, which is... an odd decision. Probably works better in a marathon/race context. SMB2 has some fun traps and explores SMB2 mechanics in ways the original game did not, but... I dunno, it just felt bland to me.
Baba stage is fine but I would have liked to see some more difficult puzzles. The boundaries of the screen killing you is also a very odd decision and led to a few IMO unwarranted deaths.
Spelunky has a bit more bite to it than previous levels, but I feel like making a level based on Spelunky without actually recreating the roguelike elements of the original was just a bad idea. You're left with a limited design space for interesting platforming if you just stick to Spelunky's mechanics and enemies. Using the shotgun's recoil to enhance your jump is kind of neat, but the implementation leaves a lot to be desired; figuring out how to get max height took me a while, but once I did, the jumps that required it were basically trivial.
After Spelunky, the game picked up a lot for me. The Contra stage is a nice take on the original, adding some I Wanna-esque platforming and traps to spice things up a bit, and SCIV, while not actually very similar to the original game, has snappy pacing and pulls off melee combat with the Kid surprisingly well.
I don't really have any complaints with the throwback stage save for the placement of some of the enemies in the Kirby part... I was also expecting the VVVVVV gravity flip to go faster but that's not really a big deal.
I liked pretty much all of the bosses; the Baba one felt a bit tacked on but otherwise they were all a fair challenge and helped keep me engaged with the game throughout the earlier parts. The final boss is a bit harder than the rest of what the game throws at you, IMO, but it's the final boss, so the difficulty spike is warranted. Only thing I would change in it is Bonzi Buddy's second attack, which felt very RNG-heavy in an unfun way.
Overall I'd say the game improved as it went on and I was left with a mostly positive impression by the end.
Rating: 7.0
Difficulty: 50
Oct 8, 2019
LastTISisLife
Very very good fourth marathon game that introduces some mind-blowing segments and gimmicks. Most shiny stages were Contra, which was non-stop action fun platforming with epic boss at the end; Spelunky, which was thrilling journey with some non-standard for fangames interactions with items in the stage, and with also very fun boss at the end; and Baba is You - great puzzlish stuff, not too complicated, but very enjoyable all the way through
Rest of the stages were also fun, but they do kinda lack in some places; for example Binding of Isaac was awesome in terms of production and art, but man, it abrupt so spontaneously, that i was actually sad it's over so soon. Also i didn't fan of using Mario stage 4 time in row in marathon games, it was not bad stage (boss was bruh tho), but it was just eeh, here we go again. Some saves in Castlevania stage were kinda hard and too much precise, despite being interesting. Final stage while being awesome in general was slightly nasty in some places
But the biggest issue for me was final boss. This boss has some obnoxious attacks that are harder by mile than rest of them, which was quite bad thing to witness. Had bad times with this boss, annoying experience overall, and only because of this boss i dropped rating from above 9.5. But i must appreciate vibe of this boss, it was really perfect for it's place, as ending point of first marathon games
In general, it was still pleasant adventure. Some occasional bad things didn't stop me from enjoying this hardly for most part
[1] Like
Rest of the stages were also fun, but they do kinda lack in some places; for example Binding of Isaac was awesome in terms of production and art, but man, it abrupt so spontaneously, that i was actually sad it's over so soon. Also i didn't fan of using Mario stage 4 time in row in marathon games, it was not bad stage (boss was bruh tho), but it was just eeh, here we go again. Some saves in Castlevania stage were kinda hard and too much precise, despite being interesting. Final stage while being awesome in general was slightly nasty in some places
But the biggest issue for me was final boss. This boss has some obnoxious attacks that are harder by mile than rest of them, which was quite bad thing to witness. Had bad times with this boss, annoying experience overall, and only because of this boss i dropped rating from above 9.5. But i must appreciate vibe of this boss, it was really perfect for it's place, as ending point of first marathon games
In general, it was still pleasant adventure. Some occasional bad things didn't stop me from enjoying this hardly for most part
Rating: 9.3
Difficulty: 56
Jul 12, 2023
PlutoTheThing
Very very solid game, there's a mix of the more fangamey sections that made marathon so interesting as well as the more faithful game recreations which make warp the worlds and cure so impressive, and all of it is done to a very high standard of quality. There's not really much I would complain about here, it's just a consistently solid game that I believe is a must play, especially if you've played the other marathon games. Fantastic experience!
[1] Like
Rating: 9.3
Difficulty: 48
Mar 11, 2023