I wonder how many of those Nintendo didn't know aboutHimuro said:Even as someone who feels Mario Galaxy 2 gets more credit than it deserves and that 1 kicks it in the teeth, this is damn impressive shit.
I wonder how many of those Nintendo didn't know aboutHimuro said:Even as someone who feels Mario Galaxy 2 gets more credit than it deserves and that 1 kicks it in the teeth, this is damn impressive shit.
Really? Because that's what the 2D games always seemed like to me. Well, minus the negative connotations of the words you chose. I'll accept that you like 64 style better, but I'm having more trouble buying that that "open-ended do whatever you want" style was the direction the franchise has always taken. Galaxy's "one obvious path and a lot of other secret ways and stuff to do" seems more like the old style.Squeak said:Mario games are about frolicking, about enjoying the physics of the world and getting to know it intimately. Not about being strapped on to a rail and having to negate ever-changing randomly thought up, gimmicky obstacles.
I don't doubt the tremendous skill it takes to pull those stunts off, but when it's a Nintendo game that's called "shortcuts and tricks," and in any other game it's called "bugs and glitches" or "rushed level design."Teetris said:I wonder how many of those Nintendo didn't know about
Yeah, that's what I was thinking about. It's pretty funny.DaBuddaDa said:I don't doubt the tremendous skill it takes to pull those stunts off, but when it's a Nintendo game that's called "shortcuts and tricks," and in any other game it's called "bugs and glitches" or "rushed level design."
apana said:The DS version did amazing numbers as well and that's on a system that wasnt ideal for the game. In fact I think its sold close to 8 or 9 million by now. That matches the sales of Galaxy and that's just a port.
I guess rushed is the wrong word. Poorly/under-tested is more appropriate. That's also not necessarily a bad thing, I like some glitches in games as long as they don't break/crash anything. I just think it's funny that these exploitable glitches in a Mario game are called "shortcuts!" while in almost any other game they'd be "bad, unpolished glitches rawr!"Teetris said:Yeah, that's what I was thinking about. It's pretty funny.
If Nintendo knew about it, shortcuts would the appropriate term, if they didn't you can instantly say it's bad level designing
MYE said:Oh FUCK OFF!
I'm outta here. Stupidity levels are reaching dangerous levels. Shit i'd expect at Gamspot of Faqs forums.
Srsl, wtf?!!
Well by that standard the Metroid games are some of the most under-tested games of all time.DaBuddaDa said:I guess rushed is the wrong word. Poorly/under-tested is more appropriate. That's also not necessarily a bad thing, I like some glitches in games as long as they don't break/crash anything.
So are 99% of all NES games :lolThe_Technomancer said:Well by that standard the Metroid games are some of the most under-tested games of all time.
Barrage said:So you would agree that the 2D Marios are far superior to M64, due to selling better?
The video notes indicate that is not true.Peff said:That video was actually made by Nintendo...
Look at SMB3, SMW and YI with all their different pathways secrets and different ways to explore the levels.
Miyamoto wanted to do Mario 64 all the time. He just didn't have the hardware and tool to do it.
There was only seven or so stars per level AFAIR, so "over and over and over" is a bit much isn't it?
I can think of levels in Galaxy that felt very much like very thinly spread butter on wayyy to much bread
Sometimes you just went back to a level for the fun of it. Not so with Galaxy.
I don't think this argument is really about M64 versus Galaxy, it's about "Gaming was more fun when you were 10 and could spend 8 hours a day immersed in the game than it is when you're 25!"NeonZ said:How is that not so? Really, for many people, just the addition of Luigi in the second playthrough was incentive to replay the first Galaxy completely. Considering how the players hasn't exhaustively gone through every location multiple times, replaying Galaxy's stage is generally a funner experience than replaying Mario 64.
DaBuddaDa said:The video notes indicate that is not true.
It's worth noting that at least some of the "shortcuts/tricks" in Galaxy 2 at the very least are blatantly intentional, having 1-up mushrooms and whatnot placed there. Not sure if they're any of the ones you're thinking of, but... there are some pretty out there things that are clearly intended to be possible...DaBuddaDa said:I don't doubt the tremendous skill it takes to pull those stunts off, but when it's a Nintendo game that's called "shortcuts and tricks," and in any other game it's called "bugs and glitches" or "rushed level design."
Mank said:It's worth noting that at least some of the "shortcuts/tricks" in Galaxy 2 at the very least are blatantly intentional, having 1-up mushrooms and whatnot placed there. Not sure if they're any of the ones you're thinking of, but... there are some pretty out there things that are clearly intended to be possible...
(Not at person quoted
Oh, and much as I love 64, I have to mention that it's: a: Waaaaay too easy to get stars (some taking all of about 30 seconds), and b: It has Dire Dire Docks as one of only 15 "real" levels, and really... it's just a tunnel and a submarine. That level is pathetic, and had no right being one of the full courses.
(Oh, and the guy mentioning the 64 DS sales, it's worth mentioning that game's sales were also in all likelihood highly impacted by being the one worthwhile game in what was a very, very crappy launch line-up.)
Nintendo really jumped the shark with Galaxy, but most people will be perfectly content with a more down-to-earth setting as long as the platforming and world-building is there. As a completely random example, Mario's Toy Box! Bowser has turned everybody into toys, now Mario must traverse Toy Land to save the land... again. The mindspace of "Toy Land" has just as many possible bizzare, fantastical worlds as Galaxy did, and that's just in terms of setting -- think of all the possible gameplay gimmicks "toys" brings to mind.
I mean hell Super Mario 64 had Mario jumping into painting worlds that were less related to works of art than randomly jumbled environs so "how do you out-grandeur Galaxy" is a moot problem.
It's kind of unfortunate that the platformers fanbase has been split between those who like adventure-platformers and those who prefer action-platformers, because to add more characteristics of one type you really have to sacrifice a lot from the other. Hence you can't please everybody no matter what the next 3D Mario game is going to be.
There hasn't really been a AAA adventure-platformer on consoles in a long time, so if you want me to make an arbitrary prediction what the next "Mario game" is going to be I guess it'd be nice if they went that direction?
apana said:Well Epic Mickey looks like an adventure platformer to a certain extent. Its definitely an adventure game. I dont see why you couldnt have both in a single game seeing as how in Mario games the "worlds" are separate from one another.
The issue with having both in a single game is that you'll get parts that fans of one type will absolutely hate. See this thread, and the polarization of opinions on the Secret levels in Sunshine and the open-world areas in Galaxy for examples.
The_Technomancer said:It seems like a content issue. If you had the time and resources to create a freeform explorable world in which every direction had challenges the quality of Galaxy...the problem is that if you allow the player to go wherever they want then you don't have the time to make sure that wherever they want to go is a tight fun experience.
Then... don't make challenges the quality of Galaxy in your freeform platformer? I'd wager that making a good pure adventure platformer is a extremely daunting and difficult task for game designers.
Rare did a pretty good job on that end with Banjo-Kazooie and DK64. Some people loved how new areas opened up in old worlds once you acquired a specific ability. I think the games were full of tedious backtracking bullshit. The first two Metroid Prime games skewed in this direction also, while Corruption took more of an action route. The change in focus caused a couple of people to wax philosophical about it on the internet, if you were around to witness that period in time.
Cosmo Clock 21 said:I'm just going to repost everything I did on page 3 because it somehow became more relevant as the thread went on
Because people posting within the past six hours of the thread are indicating prejudices in the same way I've already mentioned?stilgar said:Why?
How about being the best actiongame ever made? How about sending devs, after seeing it for the first time, out the room shaking their heads, wondering how anyone could make something that great and how they were ever going to match it?MYE said:Maybe being the 3D tentpole game of the first 3D gen had something to do with it? Being packed with the system? Being Super Mario in 3D?
I'm sorry, did I hit a nerve? :lolMYE said:Oh FUCK OFF!
I'm outta here. Stupidity levels are reaching dangerous levels. Shit i'd expect at Gamspot of Faqs forums.
Srsl, wtf?!!
Again, the exploration in Mario games was never as deep or multilayered as that of games like Metroid and Zelda. Of course not, these games were meant to compliment each other in Nintendos portfolio.NeonZ said:Metroid and Zelda show that the tools and hardware were there. Yet, the Mario games didn't focus nearly as much on exploration until 64.
I never had a problem with that in Mario 64. You'd have to be really spatially challenged to get lost in that game.Yes, they had optional locations and secrets, but so does Galaxy. The focus of the game still is in traversing diverse regions and getting through obstacles, not getting stuck somewhere and running around in circles.
7 stars + 100 coin star, which sometimes wasn't possible to get in every version of the stage. Aside from that, most stars didn't change the stage significantly, so the player had to go through certain places a rather large amount of times to get anywhere. Compared to Galaxy, there was much more reused content due to that design choice - which was obviously created to hide the actual lack of content of the game.
Recycling is wrong word to use here IMO. Do you complain about your everyday world being recycled? How about racetracks in a racing game?If you say that about a Galaxy level, how can you defend the 64 ones? They had good parts, but they were all placed throughout a bunch of recycled set pieces that were reused multiple times. Galaxy streamlined the experience by removing the unnecessary areas.
How is that not so? Really, for many people, just the addition of Luigi in the second playthrough was incentive to replay the first Galaxy completely. Considering how the players haven't exhaustively gone through every location multiple times, going multiple locations only once even, replaying Galaxy's stages is generally a funner experience than replaying Mario 64's levels.
apana said:The DS version did amazing numbers as well and that's on a system that wasnt ideal for the game. In fact I think its sold close to 8 or 9 million by now. That matches the sales of Galaxy and that's just a port.
Give me an example of "big open emptiness" from M64. I'd say Galaxy felt very empty at times, with all the "shake wiimote to win or move on".Billychu said:I prefer Galaxy 2's more linear levels over 64's big open emptiness. But I prefer Mario's moveset and freedom of control from 64. If they'd just combine those two things I'd have my perfect game.
That card is just way to easy to play. It's a stealth screen for a lot of shitty games to slip under. Is it really that impossible that old games can be better than newer?DaBuddaDa said:I don't think this argument is really about M64 versus Galaxy, it's about "Gaming was more fun when you were 10 and could spend 8 hours a day immersed in the game than it is when you're 25!"
That was a bit of an exaggeration, but look at Lethal Lava Land. The map is huge, but most of it is a deathtrap. It's wasted space.Squeak said:Give me an example of "big open emptiness" from M64.
I'm not very familiar with Galaxy 1, but I don't think Galaxy 2 felt like that at all. There were some levels (the lava one where you just grab those blue things to move), but most involved actual platforming and traversal.Squeak said:I'd say Galaxy felt very empty at times, with all the "shake wiimote to win or move on".
Anoop Gantayat said:Nintendo has been releasing two general lines of Mario games over the past generation: 3D games along the lines of Super Mario Galaxy and 2D games along the lines of New Super Mario Bros. The latter type sells far better.
So what do these sales trends mean for a 3DS version of Mario? During a Q&A session at Nintendo's earnings briefing last week, investors asked Shigeru Miyamoto to comment on just that.
Miyamoto first explained the general merits and demerits of 3D (the current polygon-based 3D). 3D visuals give players a greater sense of being part of the action and gives more freedom and choice, said Miyamoto. At the same time, some are turned off from 3D games because they appear too complex.
"When Super Mario became Mario 64, the range of players narrowed greatly," Miyamoto admitted. While he feels that Nintendo's developers were able to make use of the strong points of 3D to deliver new game experiences, they were also advancing work on games that, while 3D, can be played by everyone. This resulted in Super Mario Galaxy. Even this doesn't solve the dilemmas, though, so they also made the New Super Mario Bros. series.
Turning to 3DS, Miyamoto said, "When asked 'what will we do on 3DS,' the answer is, of course, we'll make both. They both have their own appeal."
He outlined how the 3DS's 3D display effects could help both types of Mario.
For the 3D type of Mario game -- and this includes Zelda, he said -- it can be difficult to perceive depth, for example if you multiple floors stacked up on top of one another. However, if you have a similar situation on the 3DS with the 3D effect turned on, you can more clearly see what's closer to you.
The 3DS's 3D effect also "gives a great feeling of existence to Mario, Link and others," said Miyamoto. He feels that this is important for his games, as they're made with character "weight" in mind -- that is, making the player feel like the character has weight in its movement.
For 2D Mario games, Miyamoto pointed out that we already see depth-based effects in many of the games. For example, a Wiggler (Hana-chan in Japanese) or Bullet Bill (Killer in Japanese) will fly at the the screen from afar. "It's difficult to tell when they will hit the player, so we were only able to use these lightly. However, we'll be able to use this type of thing quite a bit on the 3DS."
Following Miyamoto's response, Nintendo CEO Satoru Iwata said, "You went more in-depth than I'd been expected. This is the first I've heard of this." Miyamoto joked, "No good? Don't tell any game magazine people."
That's basically what this argument is coming down to. Some of us feel that that kind of open-world gameplay is fun, but perhaps for other IPs or characters to explore, and that the tight linearity with explorable side-rooms and paths is what defines Mario.Anticitizen One said:I want the next mario to be more like Super Mario 64 where it had more of an open world feel. Galaxy felt extremely linear. 64 had a sense of exploration that I haven't seen in other Mario games.
That's the whole challenge, you have to jump! I think that is a general evil in media today, the extreme horror vacui. both spatially but also temporally.Billychu said:That was a bit of an exaggeration, but look at Lethal Lava Land. The map is huge, but most of it is a deathtrap. It's wasted space.
There was a few pretty good levels in both of the Galaxy's, but not as satifying as M64s and still too few.I'm not very familiar with Galaxy 1, but I don't think Galaxy 2 felt like that at all. There were some levels (the lava one where you just grab those blue things to move), but most involved actual platforming and traversal.
Boney said:So you like running around better than jumping. Therefore Mario 64 is an objectively better game than both Galaxies that boil down to "shake to win".
Gotcha.
Regulus Tera said:Well, there you have it. Confirmation from the man.
beelzebozo said:is anyone making SM64-esque games these days? i'm curious if that's just a style of game that has passed into obsolescence.
my gut tells me it is.
KevinCow said:Nope. It's pretty much a dead genre.
AceBandage said:The pop out isn't as pronounced as movie theaters, no, but they can pop out.
apana said:Isnt Epic Mickey sort of like Mario 64 or Banjo Kazooie? I think Spector said he was inspired by that game.
The 2D levels look interesting but I haven't seen any real footage of the 3D sections besides the E3 demo where it was just a hub area.apana said:Isnt Epic Mickey sort of like Mario 64 or Banjo Kazooie? I think Spector said he was inspired by that game.
The camera is the best 3rd person camera ever on a console bar Wind Waker. There is nothing to be frustrated with compared to other attemps. It's awesome and customisable.teeny said:Galaxy was perfect, for me. I replay 64 every year or so, and every time I get more frustrated at the camera and the semi open world design. I love it, but I prefer the newer games.
What is that "style" of game? You mean the 3d platformer? Well they were never really that popular on other platforms than Nintendos, though there where excellent examples like Psychonauts and Ape Escape elsewhere and to a certain extent Epic Mickey and Okami are also examples of this very wide genre.beelzebozo said:is anyone making SM64-esque games these days? i'm curious if that's just a style of game that has passed into obsolescence.
my gut tells me it is.
If it was even true, why couldn't Mario be allowed to change if the games are better for it?The_Technomancer said:That's basically what this argument is coming down to. Some of us feel that that kind of open-world gameplay is fun, but perhaps for other IPs or characters to explore, and that the tight linearity with explorable side-rooms and paths is what defines Mario.
NeonZ said:7 stars + 100 coin star, which sometimes wasn't possible to get in every version of the stage.
NeonZ said:If you say that about a Galaxy level, how can you defend the 64 ones? They had good parts, but they were all placed throughout a bunch of recycled set pieces that were reused multiple times. Galaxy streamlined the experience by removing the unnecessary areas.
NeonZ said:How is that not so? Really, for many people, just the addition of Luigi in the second playthrough was incentive to replay the first Galaxy completely. Considering how the players haven't exhaustively gone through every location multiple times, going multiple locations only once even, replaying Galaxy's stages is generally a funner experience than replaying Mario 64's levels.
Billychu said:That was a bit of an exaggeration, but look at Lethal Lava Land. The map is huge, but most of it is a deathtrap. It's wasted space.
The_Technomancer said:That's basically what this argument is coming down to. Some of us feel that that kind of open-world gameplay is fun, but perhaps for other IPs or characters to explore, and that the tight linearity with explorable side-rooms and paths is what defines Mario.
Well put.redbarchetta said:*cough* Six stars + 100 coin star
Unrequired =/= Unnecessary. If you removed the "unnecessary," you have removed much of what made Mario 64 unique, hence the varying opinions in this thread. And I'd argue your premise is entirely mistaken. Most of the levels allow you to go after any star you like (hence the "open" statements made by many), thus no part of the level is ever unused--it all exists for your exploration at any time.
Also, that is the one of the more liberal uses of the word "recycled" I've seen. The specific challenges within each level were not recycled. Instead, the stars added a sense of depth and density to each level that Galaxy lacks. There was always more than meets the eye in Mario 64, and that's almost never the case in Mario Galaxy.
Your opinion. I thought both were very fun to replay.
The lava was no more a "waste of space" than the gaps you have to jump in the original Mario Bros. They existed as a hazard.
Definitions can change; I don't think Mario always has to remain the exact same just for the sake of carrying the Mario name.
Squeak said:What is that "style" of game? You mean the 3d platformer? Well they were never really that popular on other platforms than Nintendos, though there where excellent examples like Psychonauts and Ape Escape elsewhere and to a certain extent Epic Mickey and Okami are also examples of this very wide genre.
But really, Mario 64 is pretty much in a genre of it's own. I'd even say that the contemporary Rare games that copied so many elements from it was very different when you look under the hood.
http://www.andriasang.com/e/blog/2010/11/02/3ds_mario_games/3DS to Have 3D and 2D Mario Games
Miyamoto discusses possibilities for Mario sequels on 3DS.
Nintendo has been releasing two general lines of Mario games over the past generation: 3D games along the lines of Super Mario Galaxy and 2D games along the lines of New Super Mario Bros. The latter type sells far better.
So what do these sales trends mean for a 3DS version of Mario? During a Q&A session at Nintendo's earnings briefing last week, investors asked Shigeru Miyamoto to comment on just that.
Miyamoto first explained the general merits and demerits of 3D (the current polygon-based 3D). 3D visuals give players a greater sense of being part of the action and gives more freedom and choice, said Miyamoto. At the same time, some are turned off from 3D games because they appear too complex.
"When Super Mario became Mario 64, the range of players narrowed greatly," Miyamoto admitted. While he feels that Nintendo's developers were able to make use of the strong points of 3D to deliver new game experiences, they were also advancing work on games that, while 3D, can be played by everyone. This resulted in Super Mario Galaxy. Even this doesn't solve the dilemmas, though, so they also made the New Super Mario Bros. series.
Turning to 3DS, Miyamoto said, "When asked 'what will we do on 3DS,' the answer is, of course, we'll make both. They both have their own appeal."
He outlined how the 3DS's 3D display effects could help both types of Mario.
For the 3D type of Mario game -- and this includes Zelda, he said -- it can be difficult to perceive depth, for example if you multiple floors stacked up on top of one another. However, if you have a similar situation on the 3DS with the 3D effect turned on, you can more clearly see what's closer to you.
The 3DS's 3D effect also "gives a great feeling of existence to Mario, Link and others," said Miyamoto. He feels that this is important for his games, as they're made with character "weight" in mind -- that is, making the player feel like the character has weight in its movement.
For 2D Mario games, Miyamoto pointed out that we already see depth-based effects in many of the games. For example, a Wiggler (Hana-chan in Japanese) or Bullet Bill (Killer in Japanese) will fly at the the screen from afar. "It's difficult to tell when they will hit the player, so we were only able to use these lightly. However, we'll be able to use this type of thing quite a bit on the 3DS."
Following Miyamoto's response, Nintendo CEO Satoru Iwata said, "You went more in-depth than I'd been expected. This is the first I've heard of this." Miyamoto joked, "No good? Don't tell any game magazine people."