But I should be able to read the current issue (Army of Two).
http://www.gameinformer.com/p/godigital.aspx
But I should be able to read the current issue (Army of Two).
This comparison is dumb. You would never see the SMW Map all zoomed out like that. It would be way zoomed in, and therefore, not nearly as bland for what the SNES was pushing.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_bros_3_maps/
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
Zoomed in or out, the visuals of SMW do not hold up. It's still one of my favourite games ever, but I can't understand how adjectives like "sterile" and "bland" can so consistently be thrown at NSMBU, while lifting SMW up to the heavens. Nostalgia at its worst.
- Players will go through pre-selected packs of levels in Boost Rush Mode
- Collecting coins makes the auto-scroll faster
- Limited amount of lives given at the start of each pack
- Dying doesn’t reset the clock
Zoomed in or out, the visuals of SMW do not hold up. It's still one of my favourite games ever, but I can't understand how adjectives like "sterile" and "bland" can so consistently be thrown at NSMBU, while lifting SMW up to the heavens. Nostalgia at its worst.
This comparison is dumb. You would never see the SMW Map all zoomed out like that. It would be way zoomed in, and therefore, not nearly as bland for what the SNES was pushing.
That sounds awesome reminds me of those final levels of SM3Dland.So what is the deal with this Boost Rush mode? Like a fusion of Coin Rush and the warp cannon levels from NSMB2?
destroy me if old.- Three Yoshi variations
- Pink Yoshi: inflated with a GamePad/Wiimote shake
- This can take Mario even higher than the flying suit can
- Pink Yoshis dont help in horizontal movement
- Large surface area useful for collecting a bunch of airborne coins
- Gold Yoshi: shake the controller to light up the immediate area
- Also stuns nearby enemies
- Gold Yoshis show up in the Fire Snake Caverns
- Blue Yoshi: can shoot bubbles
- Can ride the adult version of Yoshi in numerous levels
- Yoshi can still eat breaks
- Collect five to fill a meter
- This rewards Yoshis rider with a power-up
- Camera pans out a bit in co-op
- This helps you see hidden star coins and pipes that you normally wouldnt come across in single-player
- Boost Mode: Place up to four floating platforms at a time
- Use the GamePad touch screen in Boost Mode to pop friends out of bubbles, stun enemies, make it easier to reach the flagpole, manipulate environmental objects, swat Paratroopas
- Turn on Boost Mode by powering up the GamePad thats it
- Players will go through pre-selected packs of levels in Boost Rush Mode
- Collecting coins makes the auto-scroll faster
- Limited amount of lives given at the start of each pack
- Dying doesnt reset the clock
More Nintendo Land tidbits.
1. There will be single player only games. Donkey Kong and Balloon Fight amongst them. These games will be the ones supporting the off-tv play. Will have challenging features.
2. Music is really good so far. Even the non-remixed music you hear in the theme park and menus.
3. Looks like there are random "games" or activities? That you can play outside of the big theme parks.
more info from gameinformer from gn.
destroy me if old.
New Super Mario World confirmed.more info from gameinformer from gn.
destroy me if old.
- Collecting coins makes the auto-scroll faster
uh oh. There are going to be some meltdowns about the shaking thing. I don't really care. I'm a little nervous though it sounds as if Yoshi will be like NSMBWii where he goes away at the end of the level.more info from gameinformer from gn.
destroy me if old.
More Nintendo Land tidbits.
1. There will be single player only games. Donkey Kong and Balloon Fight amongst them. These games will be the ones supporting the off-tv play. Will have challenging features.
2. Music is really good so far. Even the non-remixed music you hear in the theme park and menus.
3. Looks like there are random "games" or activities? That you can play outside of the big theme parks.
more info from gameinformer from gn.
destroy me if old.
I'm a little nervous though it sounds as if Yoshi will be like NSMBWii where he goes away at the end of the level.
Why do they think putting anything on a shake is a good idea? It's awful.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_bros_3_maps/
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
They should've just made the shake an option that way everyones happy.Well you're holding a baby yoshi and when you shake it its powers activate. Either way a button press would've sufficed.
Well you're holding a baby yoshi and when you shake it its powers activate. Either way a button press would've sufficed.The shake doesn't bother me so much in NSMB, but I agree, it's not a good idea. It only ever really made sense in Wario Land: Shake It.
Well you're holding a baby yoshi and when you shake it its powers activate. Either way a button press would've sufficed.
which button
Well you're holding a baby yoshi and when you shake it its powers activate. Either way a button press would've sufficed.
B doesn't do anything does it?
Pretty much, SMW has always been my favourite as well but lets not ignore its visual shortcomings, background wise you have 2 types of slanted mountains (I think, it may just be one), Cave, Cloudy Sky, Underwater, Forest, Castle/Fort, the blue dome mountains and that sort of Night Sky/Sparkly Cave thing in some star world stages and vanilla dome 4, it's really just that SMW was smart with the colour palette at times and would switch up these backgrounds with various other colour schemes which gives the illusion of more background variety, something NSMB should have done but didn't for the most part.
Now there's nothing wrong with the above backgrounds, they are visually basic but they have a nice feel to them, there's an absolute ton of platformers from the same era that destroy SMW in background depth much like how right now NSMB has many adversaries with far more interesting backdrops that are used to rally against its basic look.
This doesn't mean that NSMB should stick to the bare bones basic backgrounds (some of the new ones do well to alleviate this) but SMW barely has it beat in variety and depth so it's weird when people act like it's some visual masterpiece and the NSMB series is this one outlier.
One of SMW's main points to counter any blandness is the mostly new cast of enemies, it helps the game stand out quite a lot and gives it a more unique identity, NSMB draws enemies mostly from SMB3 with a few from SMW, SM64 and even fewer new enemies that haven't really entered character staple status, a few more new enemy types would work well for NSMB, at the same time the vast backlog of enemies is pretty solid in itself.
Really though if people really must pit NSMB against SMW in background warfare to rally against the "villainous" NSMB series then whatever, go nuts. I prefer the look of SMW to the previous NSMB games myself but it's not that much better at all, really they are both lacking. Mario games tend to favour having more simplistic backgrounds as to not obscure the stage itself, there's nothing really wrong with this, the real crime of the NSMB games was reusing the same world themes across three games with very similar backgrounds across them all, while it's still arguably sneakily sticking to the standard themes from what we've seen and heard so far NSMBU is doing much better already.
The short version: Being visually basic is pretty much a trait of 2D Mario anyway, SML2 is about as unique as things got.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_bros_3_maps/
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
i've never found hitting the B button to be particularly comfortable when the controller is sideways.
I just want fucking different colored yoshis that we can ride and that stay with us after a level...
Are we talking about the Wii controller or Wii U gamepad? I thought you could play single player with the pad if you wanted.i've never found hitting the B button to be particularly comfortable when the controller is sideways.
It sounds like the opposite.That's exactly what I want, I'm hoping with all these SMWorld references it means we should be able to take him
I hope this means what I think it does:
Coming from Game Informer...
- Three Yoshi variations
- Pink Yoshi: inflated with a GamePad/Wiimote shake
- This can take Mario even higher than the flying suit can
- Pink Yoshis dont help in horizontal movement
- Large surface area useful for collecting a bunch of airborne coins
- Gold Yoshi: shake the controller to light up the immediate area
- Also stuns nearby enemies
- Gold Yoshis show up in the Fire Snake Caverns
- Blue Yoshi: can shoot bubbles
- Can ride the adult version of Yoshi in numerous levels
Good news for Balloon Fight, should make the game easier to play.1. There will be single player only games. Donkey Kong and Balloon Fight amongst them. These games will be the ones supporting the off-tv play. Will have challenging features.
sounds like pro controller will be for teh pr0 gamer waggel h8rsOn the subject of shaking, does this mean that pro controllers cannot be used, or that it will simply be mapped to a button press and was just not mentioned?
That's exactly what I want, I'm hoping with all these SMWorld references it means we should be able to take him
I hope this means what I think it does:
Coming from Game Informer...
- Three Yoshi variations
- Pink Yoshi: inflated with a GamePad/Wiimote shake
- This can take Mario even higher than the flying suit can
- Pink Yoshis dont help in horizontal movement
- Large surface area useful for collecting a bunch of airborne coins
- Gold Yoshi: shake the controller to light up the immediate area
- Also stuns nearby enemies
- Gold Yoshis show up in the Fire Snake Caverns
- Blue Yoshi: can shoot bubbles
- Can ride the adult version of Yoshi in numerous levels
New Super Mario World confirmed.
well we're halfway there, and SMG2 went the whole way.The only thing about that that is SMW is Yoshi, and they were in NSMBWii. It would only be a big deal if they brought back adult yoshis with color powers, but I doubt that'll happen.
well we're halfway there, and SMG2 went the whole way.
- shake the GamePad or press ZR to give Squirrel Suit Mario a second jump
- ZR can also be used to pick up items or using colored Yoshi powers
- some areas of the game will require motion control
- Super Guide returning
- shake the GamePad or press ZR to give Squirrel Suit Mario a second jump
the pro controllers have no waggle capabilities right
the pro controllers have no waggle capabilities right
Why do they think putting anything on a shake is a good idea? It's awful.