The Ultimate Sesame Mission is by Dan Fizz.
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The Ultimate Sesame Mission 2.78 (4.3/1.1)
#2 Terrors Martyr
Posted 25 March 2008 - 09:28 PM
Dan? Vince? Who cares, it's awful. If I took .5 points off for every franchise blatantly ripped off, this scenario would earn a negative score. Of course, we as a community owe this designer for avoiding the 100-town bug. So my rating reflects this. 3
#3 shyguy
Posted 25 March 2008 - 09:28 PM
Bigger is not always better as it appears that the goal of this scenario is to be the biggest ever! Too bad it is filled with huge empty areas and maze after maze after maze. It's too bad, because many parts of this have promise as the author demonstrates his competence at some nice nodework. Scaling this down and cutting out half of it would do much to make playing this worthwhile. But unfortunately, the gamer is stuck with a juvenile epic featuring way too many characters stolen from Saturday morning cartoons and video games.
The graphics are a mixed bag as most areas are either sparsely decorated or cluttered with an array of mismatched terrain objects. But the character graphics and talking pics are colorful and well done. I wanted to like this, and there were parts that were actually quite enjoyable, but things just became too tedious towards the end. I just got tired of the mazes. Though some were quite clever, they eventually became annoying and unpleasant, especially when many involved searching for hidden levers that, when pulled, did something, somewhere, but you had to search the entire maze to find what door opened and then to just find another lever, etc., etc.
I can't deny that a lot of work went into this scenario and I give the author points for that, but unless you have a LOT of patience, love mazes, and find cussing Sesame Street characters amusing, I'd stay clear of this one.
I give this one a 4.3
The graphics are a mixed bag as most areas are either sparsely decorated or cluttered with an array of mismatched terrain objects. But the character graphics and talking pics are colorful and well done. I wanted to like this, and there were parts that were actually quite enjoyable, but things just became too tedious towards the end. I just got tired of the mazes. Though some were quite clever, they eventually became annoying and unpleasant, especially when many involved searching for hidden levers that, when pulled, did something, somewhere, but you had to search the entire maze to find what door opened and then to just find another lever, etc., etc.
I can't deny that a lot of work went into this scenario and I give the author points for that, but unless you have a LOT of patience, love mazes, and find cussing Sesame Street characters amusing, I'd stay clear of this one.
I give this one a 4.3
#6 ???
Posted 25 March 2008 - 09:30 PM
(Bruce)
It is obvious that the designer had great fun designing this ultra-marathon BoE scenario.
Unfortunately, this does not make for player fun.
At 322 saves this probably makes it the BoE scenario I have done the most saves in. After 476 BoE days of play it rivals At the Gallows and Adventurers Club 3 in length. In annoying, illogical, mindnumbing puzzles, it rivals Demon Island II. In maze burnout it surpasses UGLI in Falling Stars - many times over. I said you were amazing at puzzles if you could complete Adventurers Club 2 without the walkthrough - if you do the same feat here, you are unbelievable. There is so much repetition - the designer felt that from the Ronin World on, his puzzles improved, but I felt they only became more complicated and meaningless and the same thing (e.g. Temples, Towers, Mount Turbulence, Tulpas Castle, Bad Guy Base).
The ultra-excessive amount of wandering monsters and monsters in dungeons is also so mindnumbing. My Sesames were at level 50 after only about one quarter of the scenario had passed. Special spells were sorely needed to make the dungeon combat interesting.
I started using the walkthrough from the Temples in Ronin (although I had emailed the designer a few times for help prior to that, and prior to the walkthrough existing). I did pick up a few mistakes in the massive 70 page walkthrough. Nothing I couldnt work out fairly easily.
I encountered one perhaps fatal bug. I went to the boat hut in Ronin before defeating the real Parthus, and then after defeating the real Parthus, the boat behind the bookcase was not given me (despite the walkthrough saying it would be) - I had to resort to the Character Editor to make all boats mine (which was OK because at that point there are no more boats to acquire).
But there is positive. I really enjoyed the humour at times. The dialogue could entertain. The graphics could be attractive. At times, the scenario was enjoyable, alive.
If the scenario was one hundredth of the size and the puzzles simpler/better, the excessive combat removed - the humour and the plot may have shone through! But as is, there is a feeling of great tedium. If you want to torture someone have them finish this scenario! Or play it if you have copious hours at your disposal and/or want to play all the BoE scenarios out there.
The designer feels that the good outweighs the bad. Sorry, but I have to disagree. 3.
It is obvious that the designer had great fun designing this ultra-marathon BoE scenario.
Unfortunately, this does not make for player fun.
At 322 saves this probably makes it the BoE scenario I have done the most saves in. After 476 BoE days of play it rivals At the Gallows and Adventurers Club 3 in length. In annoying, illogical, mindnumbing puzzles, it rivals Demon Island II. In maze burnout it surpasses UGLI in Falling Stars - many times over. I said you were amazing at puzzles if you could complete Adventurers Club 2 without the walkthrough - if you do the same feat here, you are unbelievable. There is so much repetition - the designer felt that from the Ronin World on, his puzzles improved, but I felt they only became more complicated and meaningless and the same thing (e.g. Temples, Towers, Mount Turbulence, Tulpas Castle, Bad Guy Base).
The ultra-excessive amount of wandering monsters and monsters in dungeons is also so mindnumbing. My Sesames were at level 50 after only about one quarter of the scenario had passed. Special spells were sorely needed to make the dungeon combat interesting.
I started using the walkthrough from the Temples in Ronin (although I had emailed the designer a few times for help prior to that, and prior to the walkthrough existing). I did pick up a few mistakes in the massive 70 page walkthrough. Nothing I couldnt work out fairly easily.
I encountered one perhaps fatal bug. I went to the boat hut in Ronin before defeating the real Parthus, and then after defeating the real Parthus, the boat behind the bookcase was not given me (despite the walkthrough saying it would be) - I had to resort to the Character Editor to make all boats mine (which was OK because at that point there are no more boats to acquire).
But there is positive. I really enjoyed the humour at times. The dialogue could entertain. The graphics could be attractive. At times, the scenario was enjoyable, alive.
If the scenario was one hundredth of the size and the puzzles simpler/better, the excessive combat removed - the humour and the plot may have shone through! But as is, there is a feeling of great tedium. If you want to torture someone have them finish this scenario! Or play it if you have copious hours at your disposal and/or want to play all the BoE scenarios out there.
The designer feels that the good outweighs the bad. Sorry, but I have to disagree. 3.
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