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Super Mario 3D World: New Trailer

HoJu

Member
Nintendo should put the credits after the first world. that way they're happy about how many people beat the videogame, and we get 15 challenging worlds.
it's a win win scenario and Nintendo should listen to me.
 
Which sounds nice, but the actual game itself was kind of bad. Yeah it had wide open worlds, but they were dull and empty. There's very little platforming challenge outside of the levels where you have to go to Bowser. In Bomb-omb battlefield you only have to jump maybe two or three times to reach the boss at the summit for the first star. The second star they make you do the same thing except it's a race. The game also makes you spend a lot time looking for stars based on objective titles rather than actually doing anything that requires skill. A lot of the stars are like that and the ones with obvious goals are incredibly easy.

There's a star in that floating Fortress that has you launching yourself into a random wall in order to get it. In Dire, Dire Docks you have to board Bowser's Submarine which requires you to swim for a good 30 seconds with the only possible threat being your oxygen depleting on the way there, but there's so many coins on the way there that you have to deliberately avoid them to even get hurt/die. There's another star in Lethal Lava Land that requires you to find a volcano and some red coins. But the location of the volcano is obvious from the start, and the red coins are simply scattered in a circle around it making the star very simple to get. There are a lot more examples if you examine the individual stars along with what they want to player to do and how much effort is required on their part. Most of it is just running around looking, and then once you figure out the location of your objective it's not very difficult at all to accomplish it.

Then there's stuff like a collect-a-thon objective for almost every painting (collecting 100 coins), toads that give you free stars for finding and talking to them, and touching coins or chests. There's a level in Shifting Sand Lands that's called "Pyramid Puzzle", but there isn't a puzzle. They want you to find coins in the Pyramid that go towards triggering a star. There's probably more challenge in the first world of New Super Mario Bros. U than the entirety of Super Mario 64. And that game only got reasonably difficult in the second half.

I'm honestly not really sure why anyone would want to go back to that sort of 3D Mario. :\

No they weren't "dull and empty". Galaxy is.
 
I already know the answer to this question, but will the SM64 fans ever stop shouting about every Mario game not being SM64 part 2? It's fine to personally want that, it's fine to voice that, but does it need to be done over and over again on every topic about Mario and this game? This is not SM64 part 2, guys. And there's nothing you can do about it othen than not buy it. It doesn't matter how many times you repeat to the walls that this is not "real 3D Mario".

Sigh. I'm getting bad deja vus from Smash Bros topics where all the conversation basically came down to Brawl not being Melee part 2.
Unfortunately there is nothing illegal about people voicing an opinion that is different from yours.
 
Nintendo should put the credits after the first world. that way they're happy about how many people beat the videogame, and we get 15 challenging worlds.
it's a win win scenario and Nintendo should listen to me.

Put the credits immediately following the titles and make the game all 'Special World' levels.
 

RagnarokX

Member
http://www.gametrailers.com/videos/8l1rz5/super-mario-3d-world-gameplay-walkthrough-part-1--cam-

GT has a new video up

Start of the video shows a lot of the overworld for World 1

Okay, looks like they changed the dino surfing level to 1-4.

Updated:

1-1 Looks similar to Mount Beanpole
1-2 underground level
Slot machine
Chargin' Chuck Blockade
Toad House

1-3 Mount Beanpole
1-4 Dino surfing level from E3
1-5 Switch Scramble Circus
Secret hedge
Captain Toad challenge level
1-Castle
 

entremet

Member
I loved SM64 as much as the next guy, but its not paragon of 3D Marios anymore. I never get the nostalgia fest people have for that game.
 

bomma_man

Member
Which sounds nice, but the actual game itself was kind of bad. Yeah it had wide open worlds, but they were dull and empty. There's very little platforming challenge outside of the levels where you have to go to Bowser. In Bomb-omb battlefield you only have to jump maybe two or three times to reach the boss at the summit for the first star. The second star they make you do the same thing except it's a race. The game also makes you spend a lot time looking for stars based on objective titles rather than actually doing anything that requires skill. A lot of the stars are like that and the ones with obvious goals are incredibly easy.

There's a star in that floating Fortress that has you launching yourself into a random wall in order to get it. In Dire, Dire Docks you have to board Bowser's Submarine which requires you to swim for a good 30 seconds with the only possible threat being your oxygen depleting on the way there, but there's so many coins on the way there that you have to deliberately avoid them to even get hurt/die. There's another star in Lethal Lava Land that requires you to find a volcano and some red coins. But the location of the volcano is obvious from the start, and the red coins are simply scattered in a circle around it making the star very simple to get. There are a lot more examples if you examine the individual stars along with what they want to player to do and how much effort is required on their part. Most of it is just running around looking, and then once you figure out the location of your objective it's not very difficult at all to accomplish it.

Then there's stuff like a collect-a-thon objective for almost every painting (collecting 100 coins), toads that give you free stars for finding and talking to them, and touching coins or chests. There's a level in Shifting Sand Lands that's called "Pyramid Puzzle", but there isn't a puzzle. They want you to find coins in the Pyramid that go towards triggering a star. There's probably more challenge in the first world of New Super Mario Bros. U than the entirety of Super Mario 64. And that game only got reasonably difficult in the second half.

I'm honestly not really sure why anyone would want to go back to that sort of 3D Mario. :

Well said. Going back to 64 (and Sunshine even more so) after Galaxy 2 is painful, so much shitty, boring, anti-platforming filler. It's an important game no doubt but it's not a great Mario game.
 

Gsnap

Member
so the only negative about this game so far has been small worlds? I don't get that argument from the GT trailer they seem pretty sizable

Looks like the size of the worlds will simply vary from small to medium to big.

Like that open savannah world. Not much platforming but that's only one section of the level, and it should be pretty fun running around like a lion catching rabbits.
 

zroid

Banned
so the only negative about this game so far has been small worlds? I don't get that argument from the GT trailer they seem pretty sizable

Problem is people often confuse size for density. As in, the more open space there is, the "larger" the world is, even if that's factually wrong.
 
That trailer pushed me over the edge to getting a Wii U. It's just a matter of when I can score a good deal over the next 2-3 months.
 

BowieZ

Banned
Okay, looks like they changed the dino surfing level to 1-4.

Updated:

1-1 Looks similar to Mount Beanpole
1-2 underground level
Slot machine
Chargin' Chuck Blockade
Toad House

1-3 Mount Beanpole
1-4 Dino surfing level from E3
1-5 Switch Scramble Circus
Secret hedge
Captain Toad challenge level
1-Castle
I'm pretty sure the main rolling meadows level is 1-1 now. It was 2-1 (I think) at E3, but now replaced with the ostrich dune level, which makes more sense.
 

Currygan

at last, for christ's sake
I think those are just her dress flap things.

dammit son, you're right

it's just that I cant resist anymore. I'm obsessed with this game, just like i was when the Super Nintendo launched with SMW

22 years ago and Nintendo still has me by the balls. Fuck
 
I loved SM64 as much as the next guy, but its not paragon of 3D Marios anymore. I never get the nostalgia fest people have for that game.

It's just a nice game that you can playthrough with anyone, really. It's simple, fun, has fluid and unique controls, it's very satisfying to get stars, and it's just a very tight game that always has you doing something. There's plenty to criticize about it, but at the end of the game I think it's a pretty damn good game and it's a shame that Sunshine was the last of its kind.
 

caesar

Banned
dammit son, you're right

it's just that I cant resist anymore. I'm obsessed with this game, just like i was when the Super Nintendo launched with SMW

22 years ago and Nintendo still has me by the balls. Fuck

Haha, I'm feeling exactly the same way. Getting a Wii U for this game.
 

RagnarokX

Member
I'm pretty sure the main rolling meadows level is 1-1 now. It was 2-1 (I think) at E3, but now replaced with the ostrich dune level, which makes more sense.

The 1-1 on the map looks absolutely nothing like it, though. It has grass, but it's a cliffside path surrounded by water, has white fences, no multicolor cuboid platforms, and those yellow tree/mushrooms from mount beanpole. It also looks like it has some kind of building in it. We've seen 2-1 hasn't changed appearances according to the latest trailer.

1-1:
Z2h28n8.png
NJne2s2.png
 

Darryl

Banned
Which sounds nice, but the actual game itself was kind of bad. Yeah it had wide open worlds, but they were dull and empty. There's very little platforming challenge outside of the levels where you have to go to Bowser. In Bomb-omb battlefield you only have to jump maybe two or three times to reach the boss at the summit for the first star. The second star they make you do the same thing except it's a race. The game also makes you spend a lot time looking for stars based on objective titles rather than actually doing anything that requires skill. A lot of the stars are like that and the ones with obvious goals are incredibly easy.

There's a star in that floating Fortress that has you launching yourself into a random wall in order to get it. In Dire, Dire Docks you have to board Bowser's Submarine which requires you to swim for a good 30 seconds with the only possible threat being your oxygen depleting on the way there, but there's so many coins on the way there that you have to deliberately avoid them to even get hurt/die. There's another star in Lethal Lava Land that requires you to find a volcano and some red coins. But the location of the volcano is obvious from the start, and the red coins are simply scattered in a circle around it making the star very simple to get. There are a lot more examples if you examine the individual stars along with what they want to player to do and how much effort is required on their part. Most of it is just running around looking, and then once you figure out the location of your objective it's not very difficult at all to accomplish it.

Then there's stuff like a collect-a-thon objective for almost every painting (collecting 100 coins), toads that give you free stars for finding and talking to them, and touching coins or chests. There's a level in Shifting Sand Lands that's called "Pyramid Puzzle", but there isn't a puzzle. They want you to find coins in the Pyramid that go towards triggering a star. There's probably more challenge in the first world of New Super Mario Bros. U than the entirety of Super Mario 64. And that game only got reasonably difficult in the second half.

I'm honestly not really sure why anyone would want to go back to that sort of 3D Mario. :\

I think speed runs have sort of warped the memories of a lot of people into thinking the game was more of a high flying precision based game than it was. It was a fantastic game and it certainly had platforming in it but a lot of the actual platforming substance of the game was created within the mind of the individual rather than dictated by Nintendo. I've seen dozens of "crawl to beat" and "no jump" gimmick runs by now to know that there was never actually that much of that stuff in the game to begin with. It was the moments where you decided to jump around just for the fun of it that created a lot of the platforming adventure in that game and there's no reason at all why those self-made experiences wouldn't be created in a game like 3D World or Galaxy as well.
 
I think speed runs have sort of warped the memories of a lot of people into thinking the game was more of a high flying precision based game than it was. It was a fantastic game and it certainly had platforming in it but a lot of the actual platforming substance of the game was created within the mind of the individual rather than dictated by Nintendo. I've seen dozens of "crawl to beat" and "no jump" gimmick runs by now to know that there was never actually that much of that stuff in the game to begin with. It was the moments where you decided to jump around just for the fun of it that created a lot of the platforming adventure in that game and there's no reason at all why those self-made experiences wouldn't be created in a game like 3D World or Galaxy as well.

I think 64 definitely has the right mix of moves and playgrounds available, it's not still super fun by accident or nostalgia.
 

Tookay

Member
I'm honestly not really sure why anyone would want to go back to that sort of 3D Mario. :\

While you compile an admirable list, it's sort of a wasted effort: nobody's asking for those early-teething problems and filler from 64 to return. A lot of the simplistic aspects were the result of essentially making the first 3D Nintendo game and easing people into the process. And a lot of the filler was just that: filler.

What some posters are asking for is a return to 64's spirit. Not an exact clone, with all its flaws.
 
I think speed runs have sort of warped the memories of a lot of people into thinking the game was more of a high flying precision based game than it was. It was a fantastic game and it certainly had platforming in it but a lot of the actual platforming substance of the game was created within the mind of the individual rather than dictated by Nintendo. I've seen dozens of "crawl to beat" and "no jump" gimmick runs by now to know that there was never actually that much of that stuff in the game to begin with. It was the moments where you decided to jump around just for the fun of it that created a lot of the platforming adventure in that game and there's no reason at all why those self-made experiences wouldn't be created in a game like 3D World or Galaxy as well.
By and large I feel the more nonlinear approach to level design in 64 and the more complex movement and wider range of jumps and movement abilities is what sets this type of "make your own fun" in 64 apart from Galaxy and 3D Land--the levels in the latter are more focused and linear with deliberately fewer ways to go about them, and at the same time movement is simplified, jumping prowess limited, and far fewer other moves. There isn't as much room in the games for the more free form acrobatics of 64--by and large, you are meant to tackle the same obstacles the same way. It's developer guided--64 is more player guided, to a point.

It's a different type of fun, but one is definitely not inherently better than the other. It's personal preference.
 

Tookay

Member
I already know the answer to this question, but will the SM64 fans ever stop shouting about every Mario game not being SM64 part 2? It's fine to personally want that, it's fine to voice that, but does it need to be done over and over again on every topic about Mario and this game? This is not SM64 part 2, guys. And there's nothing you can do about it othen than not buy it. It doesn't matter how many times you repeat to the walls that this is not "real 3D Mario".

Sigh. I'm getting bad deja vus from Smash Bros topics where all the conversation basically came down to Brawl not being Melee part 2.

Except... we have clear evidence across history that Nintendo actually takes fan feedback (and yes internet criticism) into consideration, so why should these people shut up exactly? They're concerned with the direction of the Mario series; that's as relevant to the topic as anything else in this thread.
 

RagnarokX

Member
While you compile an admirable list, it's sort of a wasted effort: nobody's asking for those early-teething problems and filler from 64 to return. A lot of the simplistic aspects were the result of essentially making the first 3D Nintendo game and easing people into the process. And a lot of the filler was just that: filler.

What some posters are asking for is a return to 64's spirit. Not an exact clone, with all its flaws.

I think Galaxy and 3D Land do have Mario 64's "spirit". Those games took the strengths of Mario 64 and focused on them; the platforming. They still have some adventure elements, but they aren't wasting the majority of the game.

For example:

3D World has a level where you can catch bunnies and get green stars. In a Mario 64 type of game this objective would take up a whole mission and the level would end once you got that star. There'd be a star for reaching the end of the level and a star for catching the bunnies and you'd have to play the level twice for no real reason.

3D World has a level where you get a green star for saving Captain Toad from a scary Bowser shadow. If this game was Mario 64 style that would be a whole mission.

3D World has a level were you need to have at least 4 double cherry clones by the end to get a green star. If this was a Mario 64 style game that would be a whole mission.
 

Gsnap

Member
I think Galaxy and 3D Land do have Mario 64's "spirit". Those games took the strengths of Mario 64 and focused on them; the platforming. They still have some adventure elements, but they aren't wasting the majority of the game.

For example:

3D World has a level where you can catch bunnies and get green stars. In a Mario 64 type of game this objective would take up a whole mission and the level would end once you got that star. There'd be a star for reaching the end of the level and a star for catching the bunnies and you'd have to play the level twice for no real reason.

3D World has a level where you get a green star for saving Captain Toad from a scary Bowser shadow. If this game was Mario 64 style that would be a whole mission.

3D World has a level were you need to have at least 4 double cherry clones by the end to get a green star. If this was a Mario 64 style game that would be a whole mission.

Agreed. They're using the 3 green stars in 3 different ways. Two are the same way the Star coins were used in 3D Land, just find them and reach them. The 3rd is the 64/Sunshine/Galaxy way of giving you a clear objective. Which is likely to give us more variety in the long run. Instead of a few levels where we have to enter the same level multiple times to complete objectives (some of which really sucked in certain games (Sunshine)), we have a much larger number of levels each with 3 star coins, some of which will be based on platforming skill, some based on finding secrets, and some based on in-level objectives. That offers up a lot of variety, especially since the number of levels is obviously going to be pretty large. And if 3D World does repeat levels, it will most likely be in the (in my opinion superior) 3D Land way. One repeat of each level that is altered and more challenging. Not 8 repeats, some of which could possibly be severely dull.

Add that to everything else we've seen in both trailers and surely the variety in this game is staggering.
 

entremet

Member
It's just a nice game that you can playthrough with anyone, really. It's simple, fun, has fluid and unique controls, it's very satisfying to get stars, and it's just a very tight game that always has you doing something. There's plenty to criticize about it, but at the end of the game I think it's a pretty damn good game and it's a shame that Sunshine was the last of its kind.

My favorite part of SMS were the the FLUDD less levels, which were the inspiration for Galaxy.
 

Beats

Member
No they weren't "dull and empty". Galaxy is.

Perhaps empty wasn't a good descriptor now that I think more about it. I apologize for that. Some of the big environments do have a good amount of assets in them, but they aren't really placed in a way that creates a difficult obstacle for Mario.

Great, all the Mario 64 hardons are now resulting in people calling it a bad game.

I don't even

If you can explain why it's good I'm willing to be convinced.

While you compile an admirable list, it's sort of a wasted effort: nobody's asking for those early-teething problems and filler from 64 to return. A lot of the simplistic aspects were the result of essentially making the first 3D Nintendo game and easing people into the process. And a lot of the filler was just that: filler.

What some posters are asking for is a return to 64's spirit. Not an exact clone, with all its flaws.

What do you mean by spirit?

By and large I feel the more nonlinear approach to level design in 64 and the more complex movement and wider range of jumps and movement abilities is what sets this type of "make your own fun" in 64 apart from Galaxy and 3D Land--the levels in the latter are more focused and linear with deliberately fewer ways to go about them, and at the same time movement is simplified, jumping prowess limited, and far fewer other moves. There isn't as much room in the games for the more free form acrobatics of 64--by and large, you are meant to tackle the same obstacles the same way. It's developer guided--64 is more player guided, to a point.

It's a different type of fun, but one is definitely not inherently better than the other. It's personal preference.

Having to make your own fun seems like a bad thing though. That makes it feel as if the actual game isn't very good, so you have to try to create ways to make it fun for yourself. Correct me if you feel that I'm wrong about that. I suppose finding new ways to acquire stars (as well as player made challenges) could be fun, but if getting the star wasn't very fun or challenging the first time through then it's difficult to expect the player to go back to it to do it more efficiently or in another way.

I don't think the bolded is true. Take a look at this Super Mario Galaxy 2 Speed Run. The player does a lot of things to get through levels differently than what the developers originally intended. At 32:11 the player skips a good amount of the level by doing a backflip towards a thwomp, spin jump, another spin jump, then another backflip spinjump to get on top of a tower. And there are other instances throughout the video.
 
I've been re-watching the trailer, and I'm really digging the Super Mario Bros. 2 references. For instance, that secret hedge in the overworld? It looks Strikingly similar to the very first part of Super Mario Bros. 2, you know the part where you're falling down on to some hedges - there's a door at the bottom, too.

Also, the palm trees and hedges are the same as they were in SMB2. You can get a good look at them in the Mario chasing Rabbits sequence.

Finally, a lot of the enemies are wearing sunglasses. The ostriches in the beginning and the fireball enemies jumping out of the lava when Mario is wearing the boomerang suit. It gives me hope that Mouser is coming back.
 

jmizzal

Member
http://www.ign.com/videos/2013/10/03/rewind-theater-super-mario-3d-world-trailer

There's the rewind theater from IGN, they have it buried on the site, I guess since its not GTAV they didnt put it on the front page

Its the biggest game of the year for Nintendo and IGN doesnt even put it on their front page what a joke of a site.

This game is looking incredible, the most hyped I been for a Mario games since Mario 64

The HD
All the suits
All the new power ups
Multiplayer
Just an amazing looking game
 

Gsnap

Member

joesiv

Member
Great, all the Mario 64 hardons are now resulting in people calling it a bad game.

I don't even
To be clear, I'm super excited for the game, the new trailer pushes it over the edge for me, it's going to be a system seller for sure! I am only discussing 64 because some people can't seem to get how the new ones are different than 64, and how it has some qualities that some of us miss.

This game will be great, no doubt, but it isnt in the same liniage as 64, we might never see one that is. We have nsmb sm3dw, would they add a 3rd type? With some of the double cherry stuff it almost seems like they are implementing some of that Mario 128 stuff they demoed back in the day, perhaps that's that then...
 
I don't think the bolded is true. Take a look at this Super Mario Galaxy 2 Speed Run. The player does a lot of things to get through levels differently than what the developers originally intended. At 32:11 the player skips a good amount of the level by doing a backflip towards a thwomp, spin jump, another spin jump, then another backflip spinjump to get on top of a tower. And there are other instances throughout the video.

The developers most likely did have this situation in mind, as one of the Green Stars can only be reached via the same route the speedrunner took.
 
It still friggin sucks that this is the ONLY big N release for the holiday season now.

IT better be a major winner, because if it doesn't deliver, nothing else will.
 
Having to make your own fun seems like a bad thing though. That makes it feel as if the actual game isn't very good, so you have to try to create ways to make it fun for yourself. Correct me if you feel that I'm wrong about that. I suppose finding new ways to acquire stars (as well as player made challenges) could be fun, but if getting the star wasn't very fun or challenging the first time through then it's difficult to expect the player to go back to it to do it more efficiently or in another way.

I don't think the bolded is true. Take a look at this Super Mario Galaxy 2 Speed Run. The player does a lot of things to get through levels differently than what the developers originally intended. At 32:11 the player skips a good amount of the level by doing a backflip towards a thwomp, spin jump, another spin jump, then another backflip spinjump to get on top of a tower. And there are other instances throughout the video.
It's a difference of opinions and taste. I think I and many others prefer freedom of choice when it comes to a lot of things. You may not. One is not inherently preferable to the other.

I would personally argue that if a game is actually designed well enough on its own that players can find innumerable ways to make their own fun then it is a well designed game. If you don't think so, then, well, I'm not going to try to change your mind. Just know that it is a valid game design philosophy. It's a different mindset--not every player has the same one, nor should every game be designed for the same one.

Concerning Galaxy, I think the games hit a somewhat happy medium of sorts (where 3D Land leaped off the linear deepend), but I recommend comparing a Galaxy speedrun and a 64 speedrun to get a better idea of what I'm talking about--it's not necessarily just shortcuts--it's the diving, sliding, momentum keeping improvisation to take a completely different path. The open world nature of 64 simply does allow for more improvisation. I'm just saying the open world nature of 64 simply allows for more improvisation by the very nature of its design.
 

Darryl

Banned
By and large I feel the more nonlinear approach to level design in 64 and the more complex movement and wider range of jumps and movement abilities is what sets this type of "make your own fun" in 64 apart from Galaxy and 3D Land--the levels in the latter are more focused and linear with deliberately fewer ways to go about them, and at the same time movement is simplified, jumping prowess limited, and far fewer other moves. There isn't as much room in the games for the more free form acrobatics of 64--by and large, you are meant to tackle the same obstacles the same way. It's developer guided--64 is more player guided, to a point.

It's a different type of fun, but one is definitely not inherently better than the other. It's personal preference.

It's a harder to evolve type of fun. The sandbox concept hasn't gone untouched. Mario Sunshine is a clear successor to that style of gameplay and overall it was seen as a decline. Mario Sunshine was approaching sensory overload territory for new players because of all the obstacles and platforming options it had included. When people buy a sequel they expect it to be doing something better. I suppose they could go the modern FPS route and use set pieces and graphical gimmicks to modernize an old and stale format without trying to shake up the gameplay but we all know how much shit they'd get for that.
 
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