I know you said you don't plan on adding any bosses, but if you did, where would you put them? I always thought the original design put too many bosses in the north and west and not enough in the south and east. Personally I would put Wolfenboss in the Tower of Revival, Yellow Belly in Above the Clouds, Jamano in the Castle of Illusions, Octo in Pool of Rain, and Muddee in the Steep Canyon.
I've toyed with the idea of making Forest of Fear and/or Warped Void just a boss rush but those levels actually have pretty good potential (especially Void) and I don't want to waste it on making boss arenas. You're right about the boss "distribution" in the original game being very lopsided. Counting Rudy, North has 4 bosses, West has 4 bosses, East has 2 bosses, and South has.. 1. It's also weird that (imo) the harder bosses are all fought early, with some later bosses just being jokes (Jamano, Muddee, Pesce, and Yellow Belly). Here's my take on a revised boss order. Wormwould (Out of the Woods Red) Muddee (Big Bridge Gray) Doll Boy (Stagnant Swamp Gray) Pesce (Steep Canyon Gray) Yellow Belly (Tower of Revival Red) Octo (Frigid Sea Green) Jamano (Beneath the Waves Gray) Anonster (Bank of the Wild River Green) Wolfenboss (Castle of Illusions Green) Shoot (Town in Chaos Green - optional) It's harder than you'd think since certain bosses really only make sense in certain levels - especially Shoot.
@@apatastrophe I couldn't figure Jamano out for longest time but once I did he was quite easy. He is a cool looking boss though IMO. I wonder if it is possible to adjust the boss room so that the skull shields are harder to get to like you had to break blocks (maybe even throw blocks) to get to them. Pesce is probably the stupidest boss in the game. I mean seriously feeding a boss cheese so he gets fat and blocks the current is kinda lame. I would totally eliminate that boss. I'd probably add at least 3 new original bosses to the game. I like your suggestions. Jamano would be excellent for Beneath the Waves given he's a pirate ghost. Yeah I noticed that the more difficult bosses are at the beginning than at the end. I wonder if the developers just kind got tired at the end of production. Sometimes I wonder if the treasures that don't do anything (i.e. telephone, rocket, relics) were originally planned to have some broader effect on the world but were scrapped and just used as dead ends.
@@Zilcheal Adding throwing blocks (or just any type of block at all) to Jamano's arena would be possible, but you wouldn't be able to have any throwable objects without their graphics being broken (since the game is loading graphics from the bank used for bosses). Pesce (and Shoot) are really more similar to minigames than bosses, and Shoot's fight sucks. Shame since the basketball fight in WL2 was actually fun. Some of the endgame levels in WL3 do kind of feel like they gave up. Colossal Hole Blue comes to mind immediately. In fact, most Blue Chests in WL3 are pretty underwhelming. I do kind of want to do a WL3 vanilla level tier list, cause some of them can get pretty bad. I'm pretty sure that most of the treasures that don't do anything are deliberate. With 100 treasures, and some unlocking multiple things at once, the only way to have all treasures be useful would be to have multiple treasures do one thing (think opening the snake doors in Tower of Revival, which requires two treasures to unlock one). I believe that they didn't want to bog the player down by having them do every treasure as soon as it unlocks. I can tell you from doing several repeat playthroughs of the earlygame to get in the right spot to record videos that I'm happy I can skip like Vast Plain Red or Volcano's Base Red or Big Bridge Red.
@@apatastrophe I actually thought of an idea with some of the inactive treasures. What they could have done is have more minigames besides paragoom minigolf. One of the biggest gripes I have about WL3 is the minigolf. It's hard, repetitive, tedious, and it costs a whopping 50 coins to pay towards the end of the game and you are maxed out at 999 coins. They should have had a variety of minigames besides minigolf all the time. Maybe some game where you'd have to throw an enemy into a goal (once you get the grab gloves). Would have made it more interesting. The 7 crayons open the minigolf area between the North and the West. Would be cool to have the 4 card shields (heart, diamond, clubs, and spades) form a crest that opens up another minigame area between the South and the East. Same with the 4 relics.
I know you said you don't plan on adding any bosses, but if you did, where would you put them? I always thought the original design put too many bosses in the north and west and not enough in the south and east. Personally I would put Wolfenboss in the Tower of Revival, Yellow Belly in Above the Clouds, Jamano in the Castle of Illusions, Octo in Pool of Rain, and Muddee in the Steep Canyon.
I've toyed with the idea of making Forest of Fear and/or Warped Void just a boss rush but those levels actually have pretty good potential (especially Void) and I don't want to waste it on making boss arenas.
You're right about the boss "distribution" in the original game being very lopsided. Counting Rudy, North has 4 bosses, West has 4 bosses, East has 2 bosses, and South has.. 1. It's also weird that (imo) the harder bosses are all fought early, with some later bosses just being jokes (Jamano, Muddee, Pesce, and Yellow Belly).
Here's my take on a revised boss order.
Wormwould (Out of the Woods Red)
Muddee (Big Bridge Gray)
Doll Boy (Stagnant Swamp Gray)
Pesce (Steep Canyon Gray)
Yellow Belly (Tower of Revival Red)
Octo (Frigid Sea Green)
Jamano (Beneath the Waves Gray)
Anonster (Bank of the Wild River Green)
Wolfenboss (Castle of Illusions Green)
Shoot (Town in Chaos Green - optional)
It's harder than you'd think since certain bosses really only make sense in certain levels - especially Shoot.
@@apatastrophe I couldn't figure Jamano out for longest time but once I did he was quite easy. He is a cool looking boss though IMO. I wonder if it is possible to adjust the boss room so that the skull shields are harder to get to like you had to break blocks (maybe even throw blocks) to get to them. Pesce is probably the stupidest boss in the game. I mean seriously feeding a boss cheese so he gets fat and blocks the current is kinda lame. I would totally eliminate that boss. I'd probably add at least 3 new original bosses to the game. I like your suggestions. Jamano would be excellent for Beneath the Waves given he's a pirate ghost. Yeah I noticed that the more difficult bosses are at the beginning than at the end. I wonder if the developers just kind got tired at the end of production. Sometimes I wonder if the treasures that don't do anything (i.e. telephone, rocket, relics) were originally planned to have some broader effect on the world but were scrapped and just used as dead ends.
@@Zilcheal Adding throwing blocks (or just any type of block at all) to Jamano's arena would be possible, but you wouldn't be able to have any throwable objects without their graphics being broken (since the game is loading graphics from the bank used for bosses). Pesce (and Shoot) are really more similar to minigames than bosses, and Shoot's fight sucks. Shame since the basketball fight in WL2 was actually fun.
Some of the endgame levels in WL3 do kind of feel like they gave up. Colossal Hole Blue comes to mind immediately. In fact, most Blue Chests in WL3 are pretty underwhelming. I do kind of want to do a WL3 vanilla level tier list, cause some of them can get pretty bad.
I'm pretty sure that most of the treasures that don't do anything are deliberate. With 100 treasures, and some unlocking multiple things at once, the only way to have all treasures be useful would be to have multiple treasures do one thing (think opening the snake doors in Tower of Revival, which requires two treasures to unlock one). I believe that they didn't want to bog the player down by having them do every treasure as soon as it unlocks. I can tell you from doing several repeat playthroughs of the earlygame to get in the right spot to record videos that I'm happy I can skip like Vast Plain Red or Volcano's Base Red or Big Bridge Red.
@@apatastrophe I actually thought of an idea with some of the inactive treasures. What they could have done is have more minigames besides paragoom minigolf. One of the biggest gripes I have about WL3 is the minigolf. It's hard, repetitive, tedious, and it costs a whopping 50 coins to pay towards the end of the game and you are maxed out at 999 coins. They should have had a variety of minigames besides minigolf all the time. Maybe some game where you'd have to throw an enemy into a goal (once you get the grab gloves). Would have made it more interesting. The 7 crayons open the minigolf area between the North and the West. Would be cool to have the 4 card shields (heart, diamond, clubs, and spades) form a crest that opens up another minigame area between the South and the East. Same with the 4 relics.