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Glover (1998)
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Author:  RV-007 [ Sun May 21, 2023 6:05 am ]
Post subject:  Glover (1998)

I can't believe I hadn't made this topic before!

I don't know about you, but for a platformer, Glover works out well enough given its absurdist designs. That's neat. Yes, I know that the camera control of the game is awkward, but it does exist in its absurdist ways. That's cool.

Yes even got Dennis, the bouncing sack.
While I do admit that it is definitely harder (but probably shorter in game play duration) than Super Mario 64, you can continually get extra lives in world levels and then just teleport back to the castle hub so you can repeat gaining extra lives! How's that for fair against nasty drops and puzzles? Yeah, infinite lives could be boring, but hey, it's technically the same like save states. If you want a fucking challenge, then go arcade or roguelike with permadeath.

There's one thing about Glover that stands out the most, and that's its absurdist music with its own themes.
You can funk as publisher logo, classical (i think I heard a zelda reiteration)/electronic/1920s ~ 1940s mafia jazz/blues, paranoid psychosis carnival, tribal King Kong/sacrifice ritual, pirate swashbuckling, gothic/rap/horror, scfi-fi/space/electronic/rap/trap, and some of the songs are just classical?
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You can probably slow down or speed up for variation.

PSYCHEDELIA!

Author:  RV-007 [ Mon May 29, 2023 12:57 am ]
Post subject:  Re: Glover (1998)

Glover 2 alpha/beta doesn't note the following that will make the game much easier...

-The pumpkin head and crows need to be wandering before they can be stunned and collected for magical concoctions.
-The circus ball walk + locator action = summoning the ball (someone forgotten to add that in the pause menu spell book!). Trust me that not all ball multiplied loot items need the ball for collection, they are meant to be used. Score? That's another story! I say to shoot the ball at the score items.
-The extra boxing punch action could be used as a mid-air travel after jump or double jump. Probably needs fine tuning of controls.
-This one is a bit useless, release + locator action = transforming the ball (again, someone forgotten to add that in the pause menu spell book!)
-It's fucking funny to use enemies and other objects like the magic ball. I like dumping them in some stupid place or puzzle. You're supposed to kill them for loot.
-Despite the good features, the Glover series is known to be puzzlingly hard. Be sure to use that camera control whenever possible! Not to mention reloading saves.
-Yes, there are probably runtime errors too. Yeah, that means game breaking errors. The more you progress, the more there be game breaking errors. ERROR ERROR, ERROR! game over, that was fun, now go get some sleep or do something productive, lol :D

Author:  RV-007 [ Sat Aug 26, 2023 1:40 am ]
Post subject:  Re: Glover (1998)

The N64 port and the new PC port (based off the original PC port) seem to emulate the original game. However, the Playstation port seem to replace the barren wasteland with still green shrubbery? I mean, the crystals are broken off, severing the life force of the wizard's castle. Not for Playstation though! Talk about a state of no emergency, considering that Cross-Stitch wanted to use the crystals for nefarious purposes.

Level design differs between this port and the other ports. Not all the moves are there, but that's probably why the different level design exists. The cancel move is slightly unresponsive for the PS port.

Man, talk about consistency.

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