I agree with some of these but some also fall back into the boundaries of technical limitations that you address at the start as a reason to disqualify an improvement. More sound clips isn't any different from better sounding ones in terms of storage space concerns on a cart. But regardless, one of my personal gripes with this great game is how not scary submission finishers are. You pretty much never tap first time. I think the locational damage and working a limb to get a submission with a regular hold is fine. But in terms of the really big trademark submission moves, Sharpshooter, Walls of Jericho, Ankle lock etc, it should be scary to have that move put on you one time, that should have a chance to beat you, and a second time in a match should be pretty much done, just like regular finishers. As it plays out in No mercy you often do it 3+ times, because characters don't always have supporting moves that easily target the part your submission targets in their default moveset. Special submission should probably take more all over body damage into account when deciding if a person taps or not or have some other kind of tweak. If a match has gone long and someone is beat up, the ankle lock should have a good chance to put them away, even if not every move was targeted at the ankle. But if it was, you could get the tap earlier in the match. As it is in the actual game, special finishers just feel like a waste because of the special state being on a timer, it drains while the animation is looping. Meanwhile you can hit a fast regular finisher, 3-4 times if you are good and win the match right there regardless of locational damage or previous damage at all, instead of building the meter back up, targeting moves in the right area and then putting the submission on again. Its just way more drawn out. They don't feel scary enough the way they used to build them up to be on TV. Because they did a great job with regular finishers in the game. The pace of it feels right. It feels like someone can be just on the edge of kicking out if you damage them a little bit and do a finisher. But if the match has gone long and they have taken a lot of damage one can end it for sure, no matter what else has happened. I wish they got the balance for special submissions the same.
The first half are good ideas, but the second half was all features impossible to add either due to hardware limitations or storage capacity limitations. You can only have 4 characters max on screen, and it already slows down a lot with 4. If you have a referee, then you couldn't have managers or run-in interruptions as well. Most of your wishlist could only have been done on PS2 / XBX / GCN. Too bad AKI stopped making WWE games after the N64, and we got a decent but bare bones Def Jam instead.
My single biggest gripe about No Mercy were the entrance flops, as mentioned on your list. The fact that the entrance animations were cut short after the ramp, and tag teams coming out one by one...a major aspect of the games presentation that WM2K executed perfectly....to me that was a huge fail on THQ/AKI's part. But like you said the development phase had to make a few sacrifices due to time restrictions. They were really trying to push this one out before Christmas. Still would have been miraculous had they managed to finish the game completely.
Doing running ground finishers is a pain in the arse e.g. Lionsault and people's elbow. You have to time it all perfectly. In Smackdown on ps1, you just hit L1 and it's done for you.
you want voice acted story mode? voice acted commentary? yeah War Zone had commentary (that was mostly annoying non sequiturs), but that game was bare bones in terms of content and i assume cartridge space. it feels like a demo to a game compared to No Mercy. i do agree it'd be nice, it's just the N64, man. look at the Tony Hawk we got with 30-second looped songs. the Smackdown games had better audio and better simulation, but the AKI games had the gameplay. disc vs cartridge.
I think the weight mechanic is flawed and mostly detrimental to the super heavyweight characters. If you get lucky with three grapples, weak or strong, on Andre, you can beat him in under a minute. It should be much harder to lift them.
Great video! You said it first; the N64 could only do so much. Yes, it could of been better, and one of my bigger gripes with this game was the inability to edit wrestlers moves, but I’m happy that this game ever even came out at all.
At times, I think I'm the only one that hated this game. I wouldn't even rank in top 5 wrestling games because of 2 issues with it that aren't mentioned in this video. 1) You can go after any title with any character in the game, it doesn't recognize weight classes at all. That was something they had figured out in World Tour, but they couldn't do it here? I remember going after the women's title with Triple H just to see if it'd let me. 2) Like Revenge and WM 2000, No Mercy saved the game progress on a memory chip built into the cartridge itself. Problem was that there was a glitch in about a third of the games made that would randomly delete all the saved game progress. In a game where you have to spend months trying to unlock all the characters and other items, that ruins the single player experience.
@@explosionsandstuff7787 only your second point is an actual flaw which was fixed in later revisions. The AKI wrestling games had weight classes but No Mercy was the first wrestling game to have weight detection. Super heavyweights are hard to lift up.
All I saw was a bunch of nobodies (besides Styles and Cody) so their opinions don’t count. Revenge was hands down the best. The only reason why they all said No Mercy is because they are sucking up to the people that are on that game. If you asked any former WCW wrestler, they would have said Revenge
Music during the matches is much better than the same 4 sentences being repeated
I agree with some of these but some also fall back into the boundaries of technical limitations that you address at the start as a reason to disqualify an improvement. More sound clips isn't any different from better sounding ones in terms of storage space concerns on a cart.
But regardless, one of my personal gripes with this great game is how not scary submission finishers are. You pretty much never tap first time. I think the locational damage and working a limb to get a submission with a regular hold is fine. But in terms of the really big trademark submission moves, Sharpshooter, Walls of Jericho, Ankle lock etc, it should be scary to have that move put on you one time, that should have a chance to beat you, and a second time in a match should be pretty much done, just like regular finishers. As it plays out in No mercy you often do it 3+ times, because characters don't always have supporting moves that easily target the part your submission targets in their default moveset.
Special submission should probably take more all over body damage into account when deciding if a person taps or not or have some other kind of tweak. If a match has gone long and someone is beat up, the ankle lock should have a good chance to put them away, even if not every move was targeted at the ankle. But if it was, you could get the tap earlier in the match. As it is in the actual game, special finishers just feel like a waste because of the special state being on a timer, it drains while the animation is looping. Meanwhile you can hit a fast regular finisher, 3-4 times if you are good and win the match right there regardless of locational damage or previous damage at all, instead of building the meter back up, targeting moves in the right area and then putting the submission on again. Its just way more drawn out. They don't feel scary enough the way they used to build them up to be on TV.
Because they did a great job with regular finishers in the game. The pace of it feels right. It feels like someone can be just on the edge of kicking out if you damage them a little bit and do a finisher. But if the match has gone long and they have taken a lot of damage one can end it for sure, no matter what else has happened. I wish they got the balance for special submissions the same.
The first half are good ideas, but the second half was all features impossible to add either due to hardware limitations or storage capacity limitations.
You can only have 4 characters max on screen, and it already slows down a lot with 4. If you have a referee, then you couldn't have managers or run-in interruptions as well.
Most of your wishlist could only have been done on PS2 / XBX / GCN. Too bad AKI stopped making WWE games after the N64, and we got a decent but bare bones Def Jam instead.
The real tragedy is they never continued these games with wrestling licenses and it never got to improve, def jam wasn't an improvement.
Ultra pro wrestling will be that improvement (I hope)
@@Dude16641 I have high hopes for that game
Awsome video man!!
My single biggest gripe about No Mercy were the entrance flops, as mentioned on your list. The fact that the entrance animations were cut short after the ramp, and tag teams coming out one by one...a major aspect of the games presentation that WM2K executed perfectly....to me that was a huge fail on THQ/AKI's part. But like you said the development phase had to make a few sacrifices due to time restrictions. They were really trying to push this one out before Christmas. Still would have been miraculous had they managed to finish the game completely.
I’m sure the lack of commentary and wrestler voice was due to HARDWARE LIMITATIONS.
Doing running ground finishers is a pain in the arse e.g. Lionsault and people's elbow. You have to time it all perfectly. In Smackdown on ps1, you just hit L1 and it's done for you.
A lot of the stuff in this video didn't happen because of cartridge limitations. Beta videos show that full ring entrances were planned.
Only downside with this game to me is the infamous corruption glitch it happened to me once.
you want voice acted story mode? voice acted commentary? yeah War Zone had commentary (that was mostly annoying non sequiturs), but that game was bare bones in terms of content and i assume cartridge space. it feels like a demo to a game compared to No Mercy. i do agree it'd be nice, it's just the N64, man. look at the Tony Hawk we got with 30-second looped songs. the Smackdown games had better audio and better simulation, but the AKI games had the gameplay. disc vs cartridge.
Plus Dlo's Cloverleaf and Godfather's wishbone split, didn't carry over from WrestleMania 2000 😔
Awesome VID
I think the weight mechanic is flawed and mostly detrimental to the super heavyweight characters. If you get lucky with three grapples, weak or strong, on Andre, you can beat him in under a minute. It should be much harder to lift them.
The blood looks no worse than it did on WWF Attitude...
Great video!
You said it first; the N64 could only do so much. Yes, it could of been better, and one of my bigger gripes with this game was the inability to edit wrestlers moves, but I’m happy that this game ever even came out at all.
At times, I think I'm the only one that hated this game. I wouldn't even rank in top 5 wrestling games because of 2 issues with it that aren't mentioned in this video. 1) You can go after any title with any character in the game, it doesn't recognize weight classes at all. That was something they had figured out in World Tour, but they couldn't do it here? I remember going after the women's title with Triple H just to see if it'd let me. 2) Like Revenge and WM 2000, No Mercy saved the game progress on a memory chip built into the cartridge itself. Problem was that there was a glitch in about a third of the games made that would randomly delete all the saved game progress. In a game where you have to spend months trying to unlock all the characters and other items, that ruins the single player experience.
You have to admit that that grappling system was fun and easy to learn.
@@JustinW06 That's true, but it wasn't unique to No Mercy. It was in 3 other games earlier.
@@explosionsandstuff7787 I know it was in three of the other games but I just never heard of someone who didn't like no mercy.
@@explosionsandstuff7787 only your second point is an actual flaw which was fixed in later revisions. The AKI wrestling games had weight classes but No Mercy was the first wrestling game to have weight detection. Super heavyweights are hard to lift up.
Most of these can be blamed on the N64 cart.
2:40 I agree with this one. I'm guessing you also got around it by cloning The Rock and kurt Angle and then editing their moves accordingly.
The crowd noise was way too repetitive
Wrestlemania 2000 i feel is the better game
How could u say the game got wrong look at the year it came out and please give them a break
Bad things about No Mercy, at 6 mins, somebody's padding the runtime I think... 😅
Facts fam
It's not WCW, that is what's wrong.
Having no commentary isn't a bad thing when most wrestling games and commentary are just garbage.
Not much…
All I saw was a bunch of nobodies (besides Styles and Cody) so their opinions don’t count. Revenge was hands down the best. The only reason why they all said No Mercy is because they are sucking up to the people that are on that game. If you asked any former WCW wrestler, they would have said Revenge
It's really overrated, I find. I know I'm in the minority, but much prefer World Tour and Virtual Pro Wrestling 64
Uhh...my tag teams always came out in the entrance together. You've played bad glitched games
There is no tag team entrances. Only in Championship mode.