They should sail past each other. Like earlier multiplayer E3 videos.
thanks
They should sail past each other. Like earlier multiplayer E3 videos.
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. :\
Unfortunately there is nothing illegal about people voicing an opinion that is different from yours.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.
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.
I am not sure what happened there did they dump back or just flowed by each other?
Put the credits immediately following the titles and make the game all 'Special World' levels.
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
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. :
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
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
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.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 think those are just her dress flap things.
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.
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'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.
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'm honestly not really sure why anyone would want to go back to that sort of 3D Mario. :\
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.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 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.
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.
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.
No they weren't "dull and empty". Galaxy is.
Great, all the Mario 64 hardons are now resulting in people calling it a bad game.
I don't even
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.
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.
The music in this trailer got me pumped up. I hope the whole soundtrack is that good.
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.
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.Great, all the Mario 64 hardons are now resulting in people calling it a bad game.
I don't even
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'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.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.
Huh. Why didn't I see this earlier?
Wonder if there's going to be a bit of Tiny-Huge giant world at play...
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.
I completely missed the "key" in the trailer until pointed out in the IGN video. Awesome.
Does NOT make me want to buy a Wii U.
I would have loved that when I was 11 though.