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** The modern Steam release handled by Piko Interactive was very poorly recieved and seen by most of the game's modest fanbase as little more than a nostalgia cash-grab by a company that just snatches up all the abandoned I.P.s they can without the means or passion to treat them well. Despite having access to the source code, the game is relatively unchanged from the original without anything added in terms of modern quality of life features beyond widescreen, and in fact introduces new visual glitches and other issues that were not present in the original game, (such as sprite-based enemies just freezing in place when killed instead of despawning). The Playstation version of the game is offered as a bonus, but is unfortunately just an emulation. Finally, the game also advertises the option to increase the FPS from the original 20, but animations and physics become unstable at 30 and outright broken at 60 or unlimited. The original game was built to run at 20 FPS, but when Piko Interactive touted their access to the source code (implying they would not be limited by any of the original game's conditions), and advertised the FPS increase as a feature of the port, it ultimately came off as misleading.

to:

** The modern Steam release handled by Piko Interactive was very poorly recieved received and seen by most of the game's modest fanbase as little more than a nostalgia cash-grab by a company that just snatches up all the abandoned I.P.s they can without the means or passion to treat them well. Despite having access to the source code, the game is relatively unchanged from the original without anything added in terms of modern quality of life features beyond widescreen, and in fact introduces new visual glitches and other issues that were not present in the original game, (such as sprite-based enemies just freezing in place when killed instead of despawning). The Playstation version of the game is offered as a bonus, but is unfortunately just an emulation. Finally, the game also advertises the option to increase the FPS from the original 20, but animations and physics become unstable at 30 and outright broken at 60 or unlimited. The original game was built to run at 20 FPS, but when Piko Interactive touted their access to the source code (implying they would not be limited by any of the original game's conditions), and advertised the FPS increase as a feature of the port, it ultimately came off as misleading.
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** The modern Steam release handled by Piko Interactive was very poorly recieved and seen by most of the game's modest fanbase as little more than a nostalgia cash-grab by a company that just snatches up all the abandoned IPs they can without the means or passion to treat them well. Despite having access to the source code, the game is relatively unchanged from the original without anything added in terms of modern quality of life features beyond widescreen, and in fact introduces new visual glitches and other issues that were not present in the original game, (such as sprite-based enemies just freezing in place when killed instead of despawning). The Playstation version of the game is offered as a bonus, but is unfortunately just an emulation. Finally, the game also advertises the option to increase the FPS from the original 20, but animations and physics become unstable at 30 and outright broken at 60 or unlimited. The original game was built to run at 20 FPS, but when Piko Interactive touted their access to the source code (implying they would not be limited by any of the original game's conditions), and advertised the FPS increase as a feature of the port, it ultimately came off as misleading.

to:

** The modern Steam release handled by Piko Interactive was very poorly recieved and seen by most of the game's modest fanbase as little more than a nostalgia cash-grab by a company that just snatches up all the abandoned IPs I.P.s they can without the means or passion to treat them well. Despite having access to the source code, the game is relatively unchanged from the original without anything added in terms of modern quality of life features beyond widescreen, and in fact introduces new visual glitches and other issues that were not present in the original game, (such as sprite-based enemies just freezing in place when killed instead of despawning). The Playstation version of the game is offered as a bonus, but is unfortunately just an emulation. Finally, the game also advertises the option to increase the FPS from the original 20, but animations and physics become unstable at 30 and outright broken at 60 or unlimited. The original game was built to run at 20 FPS, but when Piko Interactive touted their access to the source code (implying they would not be limited by any of the original game's conditions), and advertised the FPS increase as a feature of the port, it ultimately came off as misleading.

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Added notes about the Piko Interactive version to Porting Disaster


** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use any of the specific graphics cards that the game was shipped with tailor-made drivers for (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. [[note]]It's understandable, even expected, that the game wouldn't run on hardware made five or more years younger, but the game throws a fit on hardware that was manufactured only a ''year later'', even if it's a graphics card from the same line as one of the cards it supports. For example, it will work just fine on an ATI Rage 128, but it won't work on a Rage Pro with the ''same driver.''[[/note]] Even on the rare chance you ''do'' get the game to load up, there is an abundant level of microstutter and frame drops no matter how good the hardware is. No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score which wasn't even that much better than the original sequenced score, which further raises questions to why it performs so poorly.

to:

** The little-known 1998 PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use any of the specific graphics cards that the game was shipped with tailor-made drivers for (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. [[note]]It's understandable, even expected, that the game wouldn't run on hardware made five or more years younger, but the game throws a fit on hardware that was manufactured only a ''year later'', even if it's a graphics card from the same line as one of the cards it supports. For example, it will work just fine on an ATI Rage 128, but it won't work on a Rage Pro with the ''same driver.''[[/note]] Even on the rare chance you ''do'' get the game to load up, there is an abundant level of microstutter and frame drops no matter how good the hardware is. No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score which wasn't even that much better than the original sequenced score, which further raises questions to why it performs so poorly.poorly.
** The modern Steam release handled by Piko Interactive was very poorly recieved and seen by most of the game's modest fanbase as little more than a nostalgia cash-grab by a company that just snatches up all the abandoned IPs they can without the means or passion to treat them well. Despite having access to the source code, the game is relatively unchanged from the original without anything added in terms of modern quality of life features beyond widescreen, and in fact introduces new visual glitches and other issues that were not present in the original game, (such as sprite-based enemies just freezing in place when killed instead of despawning). The Playstation version of the game is offered as a bonus, but is unfortunately just an emulation. Finally, the game also advertises the option to increase the FPS from the original 20, but animations and physics become unstable at 30 and outright broken at 60 or unlimited. The original game was built to run at 20 FPS, but when Piko Interactive touted their access to the source code (implying they would not be limited by any of the original game's conditions), and advertised the FPS increase as a feature of the port, it ultimately came off as misleading.
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* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The [=PS1=] version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretty easy.

to:

* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The [=PS1=] version makes it slightly harder due to its [[CameraScrew [[EventObscuringCamera awkward fixed camera angle]], but its still pretty easy.
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Needless reference to a reviewer


** The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you can jump higher than in the N64 version, which sounds cool, but is actually a problem when most of the level design remains the same, and it was not made with that high a jump in mind.

to:

** The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you You can jump higher than in the N64 version, which sounds cool, but is actually a problem when most of the level design remains the same, and it was not made with that high a jump in mind.
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* CultClassic: The game was somewhat popular in its day, selling a fair amount of copies for a third party N64 game and almost getting a sequel, but has been forgotten in the mainstream since and tends to be written off as a dated, clunky and run of the mill 90's 3D platformer. Despite this, the game has a modest following to this day due to its quirky, unique qualities.

to:

* CultClassic: The game was somewhat popular in its day, selling a fair amount of copies for a third party N64 game and almost getting a sequel, but has been forgotten in the mainstream since and tends to be written off as a dated, clunky and run of the mill 90's 90s 3D platformer. Despite this, the game has a modest following to this day due to its quirky, unique qualities.
Is there an issue? Send a MessageReason:
None


** The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you can jump higher than in the N64 version, which sounds cool, but is actually problem when most of the level design remains the same, and it was not made with that high a jump in mind.

to:

** The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you can jump higher than in the N64 version, which sounds cool, but is actually a problem when most of the level design remains the same, and it was not made with that high a jump in mind.
Is there an issue? Send a MessageReason:
None


* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The [=PS1=] version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretry easy.

to:

* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The [=PS1=] version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretry pretty easy.



* ThatOneBoss: The Frankenstein's Monster boss of The Fortress of Fear Realm. Unlike most of the other bosses, you don't fight him through conventional means. Instead, there are golden platforms of varying height. Pounding them lowers the platform you pounded, but raises the platform parallel (or across) from it, which also releases a bolt of lightning that stuns the boss if it is in the line of fire. The boss itself can electrify one of the platforms, kick the platform (which can knock the ball, and in some cases you, off of the perch), and sometimes zaps you with the electricity, instantly popping your ball and making you lose a life. The only way to beat the boss is to align the platforms in a manner that forms a staircase to the switch that only your ball can activate, but getting up there, as was mentioned, is the frustrating part. This is probably the only boss in the game where you might have to resort to cheats in order to beat him or even find out how.

to:

* ThatOneBoss: The Frankenstein's Monster boss of The Fortress of Fear Realm. Unlike most of the other bosses, you don't fight him through conventional means. Instead, there are golden platforms of varying height. Pounding them lowers the platform you pounded, but raises the platform parallel (or across) from it, which also releases a bolt of lightning that stuns the boss if it is in the line of fire. The boss itself can electrify one of the platforms, kick the platform (which can knock the ball, and in some cases you, off of the perch), and sometimes zaps you with the electricity, instantly popping your ball and making you lose a life. The only way to beat the boss is to align the platforms in a manner that forms a staircase to the switch that only your ball can activate, but getting up there, as was mentioned, is the frustrating part. This is probably the only boss in the game where you might have to resort to cheats in order to beat him or even find out how. [[note]] Not helping matters is a GameBreakingBug that'll delete your save file if you lose all your lives to this boss. With the difficulty of the fight in mind, you'll likely lose all your progress unless you copy your save file beforehand[[/note]]
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** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use any of the specific graphics cards that the game was shipped with tailor-made drivers for (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. [[note]]It's understandable, even expected, that the game wouldn't run on hardware made five or more years younger, but the game throws a fit on hardware that was manufactured only a ''year later'', even if it's a graphics card from the same line as one of the cards it supports. For example, it will work just fine on an ATI Rage 128, but it won't work on a Rage Pro with the ''same driver.''[[/note]] No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score which wasn't even that much better than the original sequenced score, which further raises questions to why it performs so poorly.

to:

** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use any of the specific graphics cards that the game was shipped with tailor-made drivers for (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. [[note]]It's understandable, even expected, that the game wouldn't run on hardware made five or more years younger, but the game throws a fit on hardware that was manufactured only a ''year later'', even if it's a graphics card from the same line as one of the cards it supports. For example, it will work just fine on an ATI Rage 128, but it won't work on a Rage Pro with the ''same driver.''[[/note]] Even on the rare chance you ''do'' get the game to load up, there is an abundant level of microstutter and frame drops no matter how good the hardware is. No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score which wasn't even that much better than the original sequenced score, which further raises questions to why it performs so poorly.
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* NightmareFuel: ''The very start of the game.'' The wizard is [[TakenForGranite turned to stone]], and the scattering of the crystals changes the scenery with [[MoodWhiplash no warning]], turning the sky fiery, bending the spires of the castle, and reducing the once-grassy surroundings into a wasteland, topped off by the entire area having a demonic red glow. And the very last thing you see in the intro is Cross-Stitch, a sickly green glove monster with [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]] and stitches for a mouth, who lets out an ungodly creepy EvilLaugh. And to make matters worse, the overworld in this state (which doesn't change until you get a few crystals) has [[NothingIsScarier no music]], birds cawing, and a fog effect from the red glow... and Cross-Stitch's laugh echoes everywhere.

to:

* NightmareFuel: ''The very The ''very start of the game.'' game'' in the N64 version. The wizard is [[TakenForGranite turned to stone]], and the scattering of the crystals changes the scenery with [[MoodWhiplash no warning]], turning the sky fiery, bending the spires of the castle, and reducing the once-grassy surroundings into a wasteland, topped off by the entire area having a demonic red glow. And the very last thing you see in the intro is Cross-Stitch, a sickly green glove monster with [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]] and stitches for a mouth, who lets out an ungodly creepy EvilLaugh. And to make matters worse, the overworld in this state (which doesn't change until you get a few crystals) has [[NothingIsScarier no music]], birds cawing, and a fog effect from the red glow... and Cross-Stitch's laugh echoes everywhere.
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** Carnival Act 3 is where the games difficulty [[DifficultulySpike really starts picking up]], mainly for two sections that involve very tricky manuvering and bouncing of the ball across fast moving and shifting platforms.

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** Carnival Act 3 is where the games difficulty [[DifficultulySpike [[DifficultySpike really starts picking up]], mainly for two sections that involve very tricky manuvering and bouncing of the ball across fast moving and shifting platforms.
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** Carnival Act 3 is where the games difficulty really starts picking up, mainly for two sections that involve very tricky manuvering and bouncing of the ball across fast moving and shifting platforms.

to:

** Carnival Act 3 is where the games difficulty [[DifficultulySpike really starts picking up, up]], mainly for two sections that involve very tricky manuvering and bouncing of the ball across fast moving and shifting platforms.
Is there an issue? Send a MessageReason:
None


** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use a 3DFX video card (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score, which further raises questions to why it performs so poorly.

to:

** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use a 3DFX video card any of the specific graphics cards that the game was shipped with tailor-made drivers for (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. [[note]]It's understandable, even expected, that the game wouldn't run on hardware made five or more years younger, but the game throws a fit on hardware that was manufactured only a ''year later'', even if it's a graphics card from the same line as one of the cards it supports. For example, it will work just fine on an ATI Rage 128, but it won't work on a Rage Pro with the ''same driver.''[[/note]] No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score which wasn't even that much better than the original sequenced score, which further raises questions to why it performs so poorly.
Tabs MOD

Removed: 204

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* EarWorm:
** The theme for the opening logos as well as the theme for the file select/NoobCave.
** The soundtrack in general is full of catchy music. Pirates Act 3 and Prehistoric Act 2 are both standouts.
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* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The PS1 version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretry easy.

to:

* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The PS1 [=PS1=] version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretry easy.
Is there an issue? Send a MessageReason:
None


* CultClassic: The game was somewhat popular in its day, selling nearly a million copies and almost getting a sequel, but has been forgotten in the mainstream since and tends to be written off as a dated, clunky and run of the mill 90's 3D platformer. Despite this, the game has a modest following to this day due to its quirky, unique qualities.

to:

* CultClassic: The game was somewhat popular in its day, selling nearly a million fair amount of copies for a third party N64 game and almost getting a sequel, but has been forgotten in the mainstream since and tends to be written off as a dated, clunky and run of the mill 90's 3D platformer. Despite this, the game has a modest following to this day due to its quirky, unique qualities.

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* PortingDisaster: The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you can jump higher than in the N64 version, which sounds cool, but is actually problem when most of the level design remains the same, and it was not made with that high a jump in mind.

to:

* PortingDisaster: PortingDisaster:
**
The [=PS1=] port of the game took a big hit in quality, most obviously in the graphics. As WebVideo/NitroRad noted, you can jump higher than in the N64 version, which sounds cool, but is actually problem when most of the level design remains the same, and it was not made with that high a jump in mind.mind.
** The little-known PC port was poorly optimized, being extremely picky with any hardware it will run on that doesn't use a 3DFX video card (unless you set the video mode to software, which completely gets rid of any lighting and texture smoothing effects), and brings the majority of Voodoo 1 graphics-based computers (read: the majority of what represented a gaming PC at the time, as its successor had only just been released) to their knees, in spite of the fact that a Pentium MMX machine with one of these cards could easily outperform a Nintendo 64. No patches were ever released to alleviate these problems either, with the old support section outright just saying to run the graphics in software mode if you had trouble. It also made no improvements to the gameplay save for a new CD audio score, which further raises questions to why it performs so poorly.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CultClassic: The game was somewhat popular in its day, selling nearly a million copies and almost getting a sequel, but has been forgotten in the mainstream since and tends to be written off as a dated, clunky and run of the mill 90's 3D platformer. Despite this, the game has a modest following to this day due to its quirky, unique qualities.
Is there an issue? Send a MessageReason:
None


* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving.

to:

* BreatherLevel: After the challenging climatic levels of Out of This World, grabbing all the Garibs in them treats you to a very easy bonus level where your goal is to simply fly around and grab 50 Garibs. You get an infinite supply of Helicopter power-ups that you can stack, and the time limit is very forgiving. The PS1 version makes it slightly harder due to its [[CameraScrew awkward fixed camera angle]], but its still pretry easy.



* GoddamnedBoss: The Pirate realm boss fight. It's not a ''hard'' fight, but between your target becoming increasingly tricky to hit with the ball while you're being harassed by two monkeys that can steal your ball (and can only be briefly stunned by your fist slam), it can be rather aggravating.

to:

* GoddamnedBoss: The Pirate realm boss fight. It's not a ''hard'' fight, but between your target becoming increasingly tricky to hit with the ball while you're being harassed by two monkeys that can steal your ball (and can only be briefly stunned by your fist slam), it can be rather aggravating. Knowing the Quick Slap trip (slap the ball while youre bouncing in mid-air) makes it somewhat easier, but the game [[GuideDangIt never tells you about this move.]]

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