*shrugs* It just seems irrelevant. I'm not upset by it, I just know there must be a better system. Lives can be earned through simple grinding, and an excess of them makes later levels survivable. That just forces players to grind when the game gets tough, which is boring. Why not just give you a fixed number of "lives" at the start of each level? Losing all lives throws you back to the beginning of the level, or the hub/map, while losing just one throws you back to the last checkpoint. That'd let you scale the number of "lives" per world, too, giving you more chances on harder worlds, or vice-versa if you choose to play on a "hard mode", if such existed.Brainst0rm said:There's not much point, true. But there has to be a consequence for dying - on some levels it simply puts you back at a certain point, and that's when lives actually matter. If you run out you have to do the whole level again, which makes them valuable later in the game doing the harder challenges. Apart from that they don't get in the way, so why get upset about it?BobisOnlyBob said:I notice the utterly irrelevant lives system remains. Ah, Nintendo, why? There's no point.
Essentially, I'd replace lives with a simple system. At any point on the world map (ie. not actively playing a level), you can pause and change the difficulty...
Casual: No lives. Dying returns you to the last checkpoint.
Easy*: Generous number of lives per world. Losing all returns you to the start of the level/world map.
Normal*: Five to ten lives per world.
Hard*: Three lives per world.
Hardcore: No lives. Dying returns you to the start of the level/world map.
That wasn't hard at all, and it's easy to implement, too. So why isn't Nintendo doing this? Why hasn't ANY game done that, yet?
*Numbers given should change according to sensible playtesting and game mechanics.