Wrestlemania
Banned
I'm still shocked that people actually consider the Galaxy games to be "open".
I'm still shocked that people actually consider the Galaxy games to be "open".
Err, is this true or just your assumpsion? When have they stated this? Genuinely curious about 64's development.Fun fact: Super Mario 64 almost had a 3D Land/World-style level design philosophy, as a more gradual transition out of the 2D era. At some point during development, they decided to go less linear and less platforming-based (i.e., they strayed from the Super Mario formula that was established during the NES era). The stages that use the "Koopa's Road" music (the linear stages that lead you to Bowser battles) are leftovers from this stage in development.
I'm still shocked that people actually consider the Galaxy games to be "open".
It's weird to see some people group the Galaxy games with 64 and Sunshine. The former featured very little exploration and their level structure has much more in common with 3D Land/World than the N64 and GC Mario games.
So what say you folks, how does this game stack up to the Galaxy series?
SM3DW is more in the vein of the NSMB series in the Mario Universe, rather than the 3D Mario games(64, Sunshine, Galaxies).
1 NSMB gameIt is amazing to me that after 2 NSMB games on Wii U in the first 8 months, they thought their best bet for a robust software library was to make their 3D Mario game play as close to the NSMB games as they could get it.
It's like they completely forgot that people valued diversity in a software library.
It's a solid 8/10 game, but it has problems. Takes way too long to reach anything resembling a decent speed. Not as fluid as other 3D Marios due to speed and nerfed acrobatics. Terrible collectathon mechanics with five things to grab per level, including the really grindy, repetitive gold flag. Collectathon junk made worse with the timer. Homogenous, small, blocky levels makes all the levels blend together. Forced camera perspectives can mess up jumps in the challenging post-game levels.
So what say you folks, how does this game stack up to the Galaxy series?
I hate that if you often have to start the level again if you miss something. Missed the top of the flag pole? Gonna' have to do the whole level again for another chance. Got hit and lost your cat suit? Start the level again if you want that green star. Losing suits when getting hit just makes me play very cautiously.
Goodness. Maybe that 2d Mario theory was right. The stuff you're complaining about is solid, classic Mario design man.
That's just like, your opinion manYeah, these posts are not clever, they're not cute, and they're not even funny. And someone already posted it, so you're not even the first.
Great analysis. Galaxy is in a completely different league from 3D World or any other Mario platformer (2D or 3D) of the last 15 years.I think people put too much emphasis on the exploration part of 64 when comparing these games. The important thing is how the levels are constructed, and what the developer is asking you to do.
In 3D Land (and I'm assuming in World; I've only played the demo) you're one and only objective is to get to the end of the level. So it makes sense to design most of the stages to shuffle players along a predetermined path; hence, stages that are literally 2D, or doing they're best to simulate it.
The rest of the 3D games, up to and including Galaxy, are nominally about collecting stars, but what they're really about is completing platforming objectives.
Here's some examples from the Galaxy games:
(Galaxy 1 Desert)
http://www.youtube.com/watch?v=M8t5Bf35-PE#t=20m24s
(Galaxy 2 Chompworks)
http://www.youtube.com/watch?v=ty-klUkjtLY#t=4m45s
(Galaxy 1 First Level)
http://www.youtube.com/watch?v=D_yhqpWSo-8#t=5m36s
(Galaxy 2 Clockworks)
http://www.youtube.com/watch?v=_kG26D44NiA#t=3m04s
In none of those clips are you simply moving from A to B. There's nothing linear about them. Clockworks is especially interesting because it's non-linear and yet essentially 2D, in an interesting reversal from what you'd expect.
None of these clips are from the more wide open, '64 like' levels from Galaxy. They take place within levels that are not wide open, that have you continually moving forward. But the key is that forward movement through the course is constantly broken up into two or three distinct sections, which allows Nintendo to incorporate a little bit of Mario 64 into the overall level.
Now, Galaxy 1 and 2 obviously have a lot of linear sections as well. But the clips above, where the game hews closely to its 3D Mario roots, are sections I enjoyed a lot precisely because of that. At a minimum, they add variety to the game with parts that more closely mimic the gameplay of 64 and Sunshine.
In other words, these parts of the game make a good use of three dimensions (save for clockworks), in implementing a non-linear platforming objective, that the player can complete creatively (ie, using Mario's core abilities to maneuver through the level in non-obvious ways).
To me, that's the essence of Mario 64, and it has nothing to do with exploring. It's about designing challenges that don't have you simply moving from left to right, A to B. The challenges should be a lot more interesting than that.
I can't even fathom how you would think that. Even getting all the green stars and stamps and the top of the flagpole can usually be done on the first or second try 99% of the levels. Only some of the levels in world 10 and onwards even start presenting a challenge. I love the game, but a good difficulty curve isn't one of its strengths. I think 3D World is one of the easiest Mario platformers out there.World is more difficult than galaxy.
Goodness. Maybe that 2d Mario theory was right. The stuff you're complaining about is solid, classic Mario design man.
It's not the hardest Mario game but Galaxy sticks out in my mind as having been by far the easiest Mario game I've ever played. As fun as it wasI can't even fathom how you would think that. Even getting all the green stars and stamps and the top of the flagpole can usually be done on the first or second try 99% of the levels. Only some of the levels in world 10 and onwards even start presenting a challenge. I love the game, but a good difficulty curve isn't one of its strengths. I think 3D World is one of the easiest Mario platformers out there.
Yoshi Coins in SMW.The three green stars (star coins, basically) weren't introduced until NSMB, and gold flag poles were brought to the table from 3D Land. I don't remember any of that collectathon stuff in SMB1, 2, or 3.
The three green stars (star coins, basically) weren't introduced until NSMB, and gold flag poles were brought to the table from 3D Land. I don't remember any of that collectathon stuff in SMB1, 2, or 3.
I can't even fathom how you would think that. Even getting all the green stars and stamps and the top of the flagpole can usually be done on the first or second try 99% of the levels. Only some of the levels in world 10 and onwards even start presenting a challenge. I love the game, but a good difficulty curve isn't one of its strengths. I think 3D World is one of the easiest Mario platformers out there.
The three green stars (star coins, basically) weren't introduced until NSMB, and gold flag poles were brought to the table from 3D Land. I don't remember any of that collectathon stuff in SMB1, 2, or 3.
Yoshi Coins in SMW.
Made even more obvious with the Advance version where you even got a special ending for collecting them all.
I'd say its more likely that you haven't played a Mario game since Sunshine. That game is fucking dreadful.
Goodness. Maybe that 2d Mario theory was right. The stuff you're complaining about is solid, classic Mario design man.
What specifically makes the multiplayer "amazing"?
Me and my GF were just playing it in multiplayer and after one of us going off the screen and the other one going into a bubble so many times, we agreed that it would be better to alternate out.
Hate to break it to you, but it sounds like you are both just bad at the game. Either that or you weren't playing as a team.
I make sure to play at my wife's slower pace so I wasn't having problems with either of us bubbling.if I'd wanted to I could make the game unplayable for her by running ahead all the time.
The levels are fantastic, full of joy and cleverness. And you friends can play too. Not some bullshit tacked on 2 player mode, they can just play. No separate modes, no sacrifices to the core gameplay.
Just seamless multilayer.
The multiplayer is "amazing" because the game is amazing. (Dumb thing to say but maybe somebody will get what I mean by that)
I am gushing over this game ATM, butgoddamit this is a 30 yr old nintendo kids dream come true. It brings back the "mario " that was lost in the 3d games.
Bouncing on heads, power ups out the ass, more presise controls. PICKING UP KOOPA SHELLS its all here. And you friends can play too.
I need to lie down
It's an awesome game. It's a classic 2d mario brought to 3d with added excellent multiplayerHate to break it to you, but it sounds like you are both just bad at the game. Either that or you weren't playing as a team.
I make sure to play at my wife's slower pace so I wasn't having problems with either of us bubbling.if I'd wanted to I could make the game unplayable for her by running ahead all the time.
The levels are fantastic, full of joy and cleverness. And you friends can play too. Not some bullshit tacked on 2 player mode, they can just play. No separate modes, no sacrifices to the core gameplay.
Just seamless multilayer.
The multiplayer is "amazing" because the game is amazing. (Dumb thing to say but maybe somebody will get what I mean by that)
I am gushing over this game ATM, butgoddamit this is a 30 yr old nintendo kids dream come true. It brings back the "mario " that was lost in the 3d games.
Bouncing on heads, power ups out the ass, more presise controls. PICKING UP KOOPA SHELLS its all here. And you friends can play too.
I need to lie down
It is amazing to me that after 2 NSMB games on Wii U in the first 8 months, they thought their best bet for a robust software library was to make their 3D Mario game play as close to the NSMB games as they could get it.
It's like they completely forgot that people valued diversity in a software library.
I think people put too much emphasis on the exploration part of 64 when comparing these games. The important thing is how the levels are constructed, and what the developer is asking you to do.
In 3D Land (and I'm assuming in World; I've only played the demo) you're one and only objective is to get to the end of the level. So it makes sense to design most of the stages to shuffle players along a predetermined path; hence, stages that are literally 2D, or doing they're best to simulate it.
The rest of the 3D games, up to and including Galaxy, are nominally about collecting stars, but what they're really about is completing platforming objectives.
Here's some examples from the Galaxy games:
(Galaxy 1 Desert)
http://www.youtube.com/watch?v=M8t5Bf35-PE#t=20m24s
(Galaxy 2 Chompworks)
http://www.youtube.com/watch?v=ty-klUkjtLY#t=4m45s
(Galaxy 1 First Level)
http://www.youtube.com/watch?v=D_yhqpWSo-8#t=5m36s
(Galaxy 2 Clockworks)
http://www.youtube.com/watch?v=_kG26D44NiA#t=3m04s
In none of those clips are you simply moving from A to B. There's nothing linear about them. Clockworks is especially interesting because it's non-linear and yet essentially 2D, in an interesting reversal from what you'd expect.
None of these clips are from the more wide open, '64 like' levels from Galaxy. They take place within levels that are not wide open, that have you continually moving forward. But the key is that forward movement through the course is constantly broken up into two or three distinct sections, which allows Nintendo to incorporate a little bit of Mario 64 into the overall level.
Now, Galaxy 1 and 2 obviously have a lot of linear sections as well. But the clips above, where the game hews closely to its 3D Mario roots, are sections I enjoyed a lot precisely because of that. At a minimum, they add variety to the game with parts that more closely mimic the gameplay of 64 and Sunshine.
In other words, these parts of the game make a good use of three dimensions (save for clockworks), in implementing a non-linear platforming objective, that the player can complete creatively (ie, using Mario's core abilities to maneuver through the level in non-obvious ways).
To me, that's the essence of Mario 64, and it has nothing to do with exploring. It's about designing challenges that don't have you simply moving from left to right, A to B. The challenges should be a lot more interesting than that.
The three green stars (star coins, basically) weren't introduced until NSMB, and gold flag poles were brought to the table from 3D Land. I don't remember any of that collectathon stuff in SMB1, 2, or 3.
I'm still shocked that people actually consider the Galaxy games to be "open".
Yoshi's Island
stars, which is HP basically and red coins and flowers. Way more than 3DWorld and YI is one of the best games ever.
So this topic went to shit because people didn't like hearing someone criticize 3D World?
The Yoshi's Island "scoring" meta game is not really a collectathon in the way that is typically used - like hunting up 100 baubles just because. It's more about level mastery. The star coins / challenge coins / green stars in NSMB, Galaxy 2, and 3D Land / World are the same. There's not nearly enough of them to count as a collectathon by the standards of collection games. They're an indication that you've blown a level out, especially since in more advanced stages in all those games, their placement is visible and obvious - but hard to get to.
By comparison, Donkey Kong Country Returns commits IMO a bit more of the genuine sin of collectathon design. The puzzle pieces that just unlock gallery stuff really are superfluous (whereas the KONG letters are all placed in challenging places that demand you prove you've got a degree of skill and level knowledge.)
In point of fact I have wished for a return of the full Yoshi's Island level grading system. For me it's the best in a Nintendo platformer but they've never really fully embraced it again.
Thank you for putting words to the thoughts that go through my head on this subject. I honestly hope that we see some sort of Galaxy-like game on the Wii U in the future now that they've made the 3D Mario game for 2D Mario players.I think people put too much emphasis on the exploration part of 64 when comparing these games. The important thing is how the levels are constructed, and what the developer is asking you to do.
In 3D Land (and I'm assuming in World; I've only played the demo) you're one and only objective is to get to the end of the level. So it makes sense to design most of the stages to shuffle players along a predetermined path; hence, stages that are literally 2D, or doing they're best to simulate it.
The rest of the 3D games, up to and including Galaxy, are nominally about collecting stars, but what they're really about is completing platforming objectives.
Here's some examples from the Galaxy games:
(Galaxy 1 Desert)
http://www.youtube.com/watch?v=M8t5Bf35-PE#t=20m24s
(Galaxy 2 Chompworks)
http://www.youtube.com/watch?v=ty-klUkjtLY#t=4m45s
(Galaxy 1 First Level)
http://www.youtube.com/watch?v=D_yhqpWSo-8#t=5m36s
(Galaxy 2 Clockworks)
http://www.youtube.com/watch?v=_kG26D44NiA#t=3m04s
In none of those clips are you simply moving from A to B. There's nothing linear about them. Clockworks is especially interesting because it's non-linear and yet essentially 2D, in an interesting reversal from what you'd expect.
None of these clips are from the more wide open, '64 like' levels from Galaxy. They take place within levels that are not wide open, that have you continually moving forward. But the key is that forward movement through the course is constantly broken up into two or three distinct sections, which allows Nintendo to incorporate a little bit of Mario 64 into the overall level.
Now, Galaxy 1 and 2 obviously have a lot of linear sections as well. But the clips above, where the game hews closely to its 3D Mario roots, are sections I enjoyed a lot precisely because of that. At a minimum, they add variety to the game with parts that more closely mimic the gameplay of 64 and Sunshine.
In other words, these parts of the game make a good use of three dimensions (save for clockworks), in implementing a non-linear platforming objective, that the player can complete creatively (ie, using Mario's core abilities to maneuver through the level in non-obvious ways).
To me, that's the essence of Mario 64, and it has nothing to do with exploring. It's about designing challenges that don't have you simply moving from left to right, A to B. The challenges should be a lot more interesting than that.
Time limits in Mario games are bullshit and part of the reason I hate 2d Mario. It's some lazy mechanic to get me to replay a level because you can't get everything on one run in the time provided.For the most part yes. The individual levels aren't that big but your still free to explore the space without time limits.
Mario3DWorld feels very restrictive in comparison.
Time limits in Mario games are bullshit and part of the reason I hate 2d Mario. It's some lazy mechanic to get me to replay a level because you can't get everything on one run in the time provided.
I agree with you, which is why I don't get FreezieKO's collectathon complaints.
That's why I never bought an N64.Its hard to even consider appreciating that part of the game when I dislike the controls and camera so much.
10/10Do you also think points are an archaic relic that should be purged from games
I think he's just trying to find ways to equate Super Mario 3D World with the New Super Mario Bros. series. The Star Coin=Green Star notion is something he's mentioned several times before.I agree with you, which is why I don't get FreezieKO's collectathon complaints.
I think he's just trying to find ways to equate Super Mario 3D World with the New Super Mario Bros. series. The Star Coin=Green Star notion is something he's mentioned several times before.
That's why I never bought an N64.