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Super Mario 3D World for Wii U

Galaxy had some sort of theming in some levels: bees, toys, ghosts, tropics, etc. 3D Land was too random that I can't remember any world.

That's not the point. The person I was replying to was referring to world themes. Galaxy and 3D Land had no such themes. The levels used tropes like desert, grassland, and toy world but they weren't restricted to any set of themes like in 2D Mario games.

Galaxy's space theme was fairly loose. You had a lot of levels that made no sense and had no space background. You had levels made of sweets floating in the sky, flat platforms, toys floating in a bedroom, etc. If the space theme is the only thing keeping people from flipping their shit over the levels making sense, what's Mario 64's excuse? What about the secret levels from Sunshine?
 
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Well the spin stomp won't be back for 3D World or anything unless they implement the spin mechanic again. It was a special kind of ground pound that would require you to press the Z button when doing the spin attack.

Did I play through both Galaxy games multiple times and never know that this existed? Or maybe I'm forgetting about it.
 
Here's my piece.

I believe a 3D Mario game should be a showcase piece of software from both a technical and innovative point of view. It should be a game which grabs attention through either category.

When I first saw Super Mario 64 I thought it look amazing in both aspects.

When I first saw Super Mario Galaxy I thought it looked great for a Wii game and was really impressed with how far they had pushed the hardware. More importantly I could tell after about 30 seconds of footage that they were being innovative with the level design. Galaxy 2 then built on these foundations.

When I first saw 3D World I was initially shocked at how the graphics didn't even come close to pushing the hardware. Even Mario Kart looked far ahead of it from a technical point of view. 64, Sunshine and Galaxy 1&2 all looked comfortably better than the Mario Kart of their Generation. No matter how much I was disappointed in Sunshine, I could never deny that it at least looked pretty nice upon its release.

My initial inpression of the gameplay/design of 3D World was that it looked like the 3DS game on steroids. Nothing that made me go 'oh wow'. Even the first Sunshine trailer made me hyped.

Please don't hate on me but I don't think Super Mario 3D World is the showcase piece of software that it should be. The initial reaction to the game is clearly negative when compared to other 3D Mario games and that's not for no reason. Most previews seem to be describing it as 'a fun little game', which is already telling. This game won't sell systems.

Don't get me started on DPad control with a run button.....

Ps

Expect midi music.
 
That's not the point. The person I was replying to was referring to world themes. Galaxy and 3D Land had no such themes. The levels used tropes like desert, grassland, and toy world but they weren't restricted to any set of themes like in 2D Mario games.

Galaxy's space theme was fairly loose. You had a lot of levels that made no sense and had no space background. You had levels made of sweets floating in the sky, flat platforms, toys floating in a bedroom, etc. If the space theme is the only thing keeping people from flipping their shit over the levels making sense, what's Mario 64's excuse? What about the secret levels from Sunshine?

Galaxy had themes, even if they were restricted to levels. These themes were often something we'd never even seen in a Mario game, like dreadnoughts in space, galaxies where fire and ice exist in the same area and affect each other, water worlds that became ice worlds and changed the way you interact with them at the press of a switch.

Beyond the occasional desert or lava level, 3D Land had no themes to speak of. No experimentation along the lines of Toy Time or even Freezeflame, just standard, cookie-cutter Mario levels, like something dragged out of SMB3 and made 3D. It gives the sense of absolutely no progression having been made in twenty years.
 
Galaxy had themes, even if they were restricted to levels. These themes were often something we'd never even seen in a Mario game, like dreadnoughts in space, galaxies where fire and ice exist in the same area and affect each other, water worlds that became ice worlds and changed the way you interact with them at the press of a switch.

Beyond the occasional desert or lava level, 3D Land had no themes to speak of. No experimentation along the lines of Toy Time or even Freezeflame, just standard, cookie-cutter Mario levels, like something dragged out of SMB3 and made 3D. It gives the sense of absolutely no progression having been made in twenty years.

I think that this is the kind of thing that we should wait for to see if the finished game has unique ideas like this. The same team that made Freezeflame Galaxy is making this game. Let's give them a chance.

http://youtu.be/hfBuuYpMlBI?t=1m35s

Did not know you can get a speed boost at the beginning of Cosmic Mario races...

God damn I had no idea this existed. Time for another full replay of both games, this is as good of an excuse as any!
 
Personally, I like how the levels were grouped together in one themed galaxy in SMG1/2, and had their own names, usually some alliteration ala DKC. Melty Molten, Gusty Garden, etc. You played a few levels that all fit into the same general theme or idea, then off the next world. I think that made them more memorable for me. In 3D Land, it's just a random collection of stages with generic numbers, world 3-1 is a desert level, world 3-2 is a water stage, world 3-3 bubbles and bees. Now I rather that than be stuck with an entire world of 8 desert levels or 8 water levels back to back, but personally it did add that to forgettable, going through the motions feeling I had with most of 3D Land.
 
Don't get me started on DPad control with a run button.....
ViewtifulJC nailed what felt so great with wiimote/nunchuk controls on Galaxy, how the motion felt so good. That being said, Mario Land played superbly as well, and the GamePad analog stick is 10 times better than the 3DS one.
 
I think that this is the kind of thing that we should wait for to see if the finished game has unique ideas like this. The same team that made Freezeflame Galaxy is making this game. Let's give them a chance.

The same team that made 3D Land is making this game, and everything we've seen relates to the format of random levels given a number instead of a name right to its core. I am very far from hopeful.

Don't get me wrong, they might be hiding all the Galaxy-style level theming away, but I can't for the life of me imagine why they would.
 
The same team that made 3D Land is making this game, and everything we've seen relates to the format of random levels given a number instead of a name right to its core. I am very far from hopeful.

Don't get me wrong, they might be hiding all the Galaxy-style level theming away, but I can't for the life of me imagine why they would.

If this team releases a level pack of 3D Land levels, I will be right next to you complaining.
 
The same team that made 3D Land is making this game, and everything we've seen relates to the format of random levels given a number instead of a name right to its core. I am very far from hopeful.

Don't get me wrong, they might be hiding all the Galaxy-style level theming away, but I can't for the life of me imagine why they would.

They only showed a few levels, to give the audience a general impression of the layout of the game. We dont know what the final game will look like. It "could" have a world map and be similar to NSMBU for instance
 
If this team releases a level pack of 3D Land levels, I will be right next to you complaining.

I'm not saying that it's going to be a set of 3DS upports, but I'm just saying that what we've seen so far owes far, far more to the ethos of 3D Land than it does to Galaxy, and I see no reason to claim that it's an unrepresentative sample.

As I say, they could be. I just don't see the evidence that they are, yet.
They only showed a few levels, to give the audience a general impression of the layout of the game. We dont know what the final game will look like. It "should" have a world map and be similar to NSMBU for instance
It was a collection of levels cherrypicked from throughout the game, up to and including a level from the sixth world. I don't know why I should think that they aren't representative of a product that's only half a year away.

If they had these new ground-breaking level themes and gameplay styles, I can't help but think they'd have been amongst what they showed us first.
 
They only showed a few levels, to give the audience a general impression of the layout of the game. We dont know what the final game will look like. It "should" have a world map and be similar to NSMBU for instance

It is also worth noting that the 3D World water dinosaur race level was more robust than any of Galaxy's manta ray races. Those, if I recall, didn't even have any obstacles, right? They were mainly a matter of keeping on the track and sticking your landings.
 
Galaxy had themes, even if they were restricted to levels. These themes were often something we'd never even seen in a Mario game, like dreadnoughts in space, galaxies where fire and ice exist in the same area and affect each other, water worlds that became ice worlds and changed the way you interact with them at the press of a switch.

Beyond the occasional desert or lava level, 3D Land had no themes to speak of. No experimentation along the lines of Toy Time or even Freezeflame, just standard, cookie-cutter Mario levels, like something dragged out of SMB3 and made 3D. It gives the sense of absolutely no progression having been made in twenty years.

Yes, the levels had themes. That's not the point. In NSMB games you have worlds where every level is restricted to that theme, which limits the amount of themes to the amount of worlds plus a few extras like ghost houses and castles. Galaxy and 3D Land had no such theme restrictions. They had a grassy cliffs level in world 8 in 3D Land. They can make any kind of level they want in 3D World, just like in past 3D Marios.

Galaxy had no great sense of progression either. I have no idea why you are giving it a pass. You go from a garden to a bathroom to a kitchen to a bedroom to an engine room, and the levels contained within those hubs don't revolve around a unifying theme. The hubs and levels were random ideas.
 
Galaxy had no great sense of progression either. I have no idea why you are giving it a pass. You go from a garden to a bathroom to a kitchen to a bedroom to an engine room, and the levels contained within those hubs don't revolve around a unifying theme. The hubs and levels were random ideas.

In fact, Galaxy 2 was functionally identical to 3D Land as far as level progression and theme unity goes. Just had flashier graphics at the level select screen.

The hubs were random, but they contained Galaxies which were highly themed in their own right, and which we repeatedly visited to go through new objectives and to extrapolate further along these themes.

3D Land didn't even have that. The levels weren't distinct from each other. I'm not seeing what's difficult to grasp here.

I think I see what you're saying now. Are you talking about the idea of revisiting the same level and going down different paths for different objectives?
 
Galaxy had no great sense of progression either. I have no idea why you are giving it a pass. You go from a garden to a bathroom to a kitchen to a bedroom to an engine room, and the levels contained within those hubs don't revolve around a unifying theme. The hubs and levels were random ideas.

The hubs were random, but they contained Galaxies which were highly themed in their own right, and which we repeatedly visited to go through new objectives and to extrapolate further along these themes.

3D Land didn't even have that. The levels weren't distinct from each other. I'm not seeing what's difficult to grasp here.
In fact, Galaxy 2 was functionally identical to 3D Land as far as level progression and theme unity goes. Just had flashier graphics at the level select screen.
This, I think, is outright nonsense. We never saw Galaxy 2 recycling themes to anywhere near the same extent that 3D Land did.

World 6 of Galaxy 2:
Lava level with unique monsters and lava tides
Ruins with clockwork structures
A reconstruction of a famous 64 level for fanservice
A gauntlet level revolving round beating waves of enemies
A level in pitch darkness save for occasional flashes of light, used to navigate
A spring-themed level, with an entirely different theme or tone to anything we saw in any other Mario game
A climatic journey to the final battle, making use of all the different powerups and styles of gameplay (Drill Mario, Cloud Mario, Yoshi, cylindrical platforming) in ways we hadn't seen them before.

By contrast, World 8 of 3D Land:
Spiky balls, no other particularly significant theming
Grassy hills as seen in immeasurable amounts of Mario levels, poles as seen in previous 3D Marios, notably Sunshine
Airship (as seen in many levels in 3D Land and SMB3) with spinning platforms
Ghost house, revolves around transporting sections of floor, as notably seen in Galaxy 2.
Fortress level, based around the moving platforms we've seen in several previous levels
Fire castle level, similar in theming to many others throughout the game.
Lava level, based around sinking and spinning platforms, as seen in many other Mario levels
Final fire castle level, heavily featuring the riding of platforms through this lava.

3D Land doesn't even begin to compete in terms of interesting and novel level theming. There's nothing innovative there in the slightest.
 
He's saying like, take Gusty Garden for example. All the levels clearly exist in the same theme, with similar environments, the same music, similar level gimmicks(the pink flower you twirl to fly along the wind), there's a cohesion to the levels within the same galaxy.

World 3 of 3D Land could have a desert stage followed up by a water stage that's completely different in music, gameplay, art design, stage gimmicks, etc, followed by that bees and bubbles level. There's no real theme or idea holding these worlds together. You could throw the levels in any order, in any other world, it wouldn't make much difference. Just this random assortment of bite-sized pieces.
 
He's saying like, take Gusty Garden for example. All the levels clearly exist in the same theme, with similar environments, the same music, similar level gimmicks(the pink flower you twirl to fly along the wind), there's a cohesion to the levels within the same galaxy.

World 3 of 3D Land could have a desert stage followed up by a water stage that's completely different in music, gameplay, art design, stage gimmicks, etc, followed by that bees and bubbles level. There's no real theme or idea holding these worlds together. You could throw the levels in any order, in any other world, it wouldn't make much difference. Just this random assortment of bite-sized pieces.

Isn't Gusty Garden (to use your example) not a series of levels with the same theme, but one single level that you visit 3 times and branch off a different way each time? Either way, I do see how that makes the levels more memorable, but functionally it could provide the same gaming experience if you split it up into three non-connected individual levels, right?
 
The confusion here is what equates to a world in the Galaxy games. You've got either a Galaxy being the equivalent to a World in 3D Land or you've got the domes (Worlds in Galaxy 2) being the equivalent of a World in 3D Land.
 
He's saying like, take Gusty Garden for example. All the levels clearly exist in the same theme, with similar environments, the same music, similar level gimmicks(the pink flower you twirl to fly along the wind), there's a cohesion to the levels within the same galaxy.

World 3 of 3D Land could have a desert stage followed up by a water stage that's completely different in music, gameplay, art design, stage gimmicks, etc, followed by that bees and bubbles level. There's no real theme or idea holding these worlds together. You could throw the levels in any order, in any other world, it wouldn't make much difference. Just this random assortment of bite-sized pieces.

This too.

The main thing is that the Galaxies are interesting and novel enough in their own right to warrant a wish to return to them and to experiment with their theming and mechanics. There isn't a single level within 3D Land that I'd say the same to, and it is thus far true of 3D World, too.
Isn't Gusty Garden (to use your example) not a series of levels with the same theme, but one single level that you visit 3 times and branch off a different way each time? Either way, I do see how that makes the levels more memorable, but functionally it could provide the same gaming experience if you split it up into three non-connected individual levels, right?
But Gusty Garden has its own set of mechanics and themes (the wind, the garden theme, the flowers used for transport) that are new and worthy of further exploration. There's no point in talking about splitting them up into three non-connected levels, because at their most fundamental level they are built around the themes of that individual Galaxy.
 
Personally, I like how the levels were grouped together in one themed galaxy in SMG1/2, and had their own names, usually some alliteration ala DKC. Melty Molten, Gusty Garden, etc. You played a few levels that all fit into the same general theme or idea, then off the next world. I think that made them more memorable for me. In 3D Land, it's just a random collection of stages with generic numbers, world 3-1 is a desert level, world 3-2 is a water stage, world 3-3 bubbles and bees. Now I rather that than be stuck with an entire world of 8 desert levels or 8 water levels back to back, but personally it did add that to forgettable, going through the motions feeling I had with most of 3D Land.

I agree completely. 3D Land, and Galaxy 2 somewhat as well, were far too linear and I did not like the "going through the motions" feel. Galaxy 1 felt more like an adventure and was much more pleasing to progress through. My main disappointment with 3D World is not the look or level design, it's the fact it will very likely lack a sprawling hub and will continue on with the linear design Mario games have been using lately.
 
Like I said earlier, everybody wants something different from Mario now that he's spun in so many different directions. But at the end of the day, this is the 3D Mario for Wii-U that EAD Tokyo has set out to make. All I can do is hope for the best, even if I've made it pretty clear I much prefer the format of the Galaxy titles to 3D Land that it seems to be following in the footsteps of.
 
Sorry mods, I hope reposting this post for a new page is not much of an offence, cause I feel it's a decent post, adds something to the discussion, addresses many problems raised here and I see it got lost at the end of the previous page.



I will try to explain this in a coherent way.

First of all, the setting. Pretty much every major (home console if your prefer that way) new Mario game introduced a new setting. In SMW we got a Dinosaur Island, in SM64 we got our first foray into 3D (so while it was Mushroom Kingdom, it looked drastically different to what we had gotten before), in SMS we had Delfino Isle and in SMG we went into space. This might not be major, but shaking up a formula certainly adds to games feeling fresh. In SM3DW we not only are taking a step back to a nearly 30-year-old now Mushroom Kingdom (in some incarnation of it most likely, it looks just like SM3DL so it probably is MK), but it's also a setting that had been revisited FIVE times in the last 7 years. That's a lot. This certainly adds to the feeling that the game doesn't feel as fresh as we wanted.

Second of all, still partially connected to level design, it's what had been thrown around several times here, that is the levels don't feel "organic". Ever since SMW the world in Mario game had felt somewhat real, especially in 3D Marios. In SM64 (except for Whomp's Fortress) all levels felt like a part of a bigger world. Yes, we teleported there through paintings and there were borders around it, but it felt like a part of a real world. The obstacles too were hills, bridges, crates, stairs - things like that, real things. The same in SMS, where even true platforming that wasn't there for the most part in SM64, was able to be put in the more real scenario with a clever inclusion of construction site. In SMG again, we got into space, but this planets did feel great and all the obstacles were real things and the smaller levels could be made by inclusion of smaller planets. In contrast, in SM3DW we get levels totally suspended in air, with no interconnectedness between them, and obstacles made of arbitrarily placed colorful blocks. This again, feels like a stepback compared to previous 3D Marios.

Gamepad integration. Every major 3D Mario included new consoles features at least a small part of the gameplay. SM64 showcased analog stick, SMS analog triggers with flood, SMG was less important to the gameplay but we still could shake to add momentum to our jumps and use pointer to collect star bits. It was less than what previous Marios did, but at least it was still something and I liked shaking to extend jumps. With SM3DW Nintendo yet again fails to deliver a proof of concept that gamepad could benefit full-fledged games. We were 100% allowed to expect they will include something. Tapping screen to search for hidden blocks and the game simply being beamed to the console feels somewhat lazy. As it's a multiplayer game they could have even toyed with some sort of asymmetric gameplay that Nintendo touted so much, but nope, neither is there anything here.

While we're at multiplayer. Not everybody has someone to play a 3D Mario with and lack of inclusion of online limits that even further. For us is simply completely a non-news in a series that up to this point was purely about singleplayer (it's hard calling SMG and SMG2 second player option a "multiplayer" with a straight face). It's a neat addition, but it's not gonna pull us over to the other camp because it completely doesn't matter to us. It' s a non-news, that's all.

Now maybe something about the meat of the game, gameplay. Every new Mario game had shaken up the concept considerably. It was always about collecting 120 somethings, but the core gameplay was drastically different. SM64 was introduction to 3D. SMS obviously had FLUDD. SMG had gravitation and how toying with it can be used to benefit gameplay. So far, SM3DW has... catsuit? Oh sure, it is an interesting addition and it will make for a more interesting game, but it's not gonna change the structure of the entire game the previous games had. 4 slightly different characters instead of the usual 2 (look at how both of SMGs had 2 characters yet it never was made a big deal or became a major bullet point!) will be interesting, but the core gameplay is repeated. It is still a 3DL-style game, with floating levels, 3 coins/stars/whatevers hidden in each one, with similar control scheme and familiar physics. It doesn't mean it's bad. It's simply not fresh.

And a more personal one, I really disliked the way SM3DL controlled compared to other 3D Marios. It was the first time I had problems with controlling Mario in a 3D space and I felt they were somewhat clunky. However I'd consider it as my personal point, as most people liked SM3DL controls. Still, if I am to explain why I am disappointed, I feel like I should include it.

That's the most important points. Most important of all - I AM NOT SAYING THE GAME WILL BE BAD. This is VITAL because too many people assume it. I'm saying I expected something more fresh and instead got something that looks mostly iterative. BUT! Iterative is not a dirty word. I will buy this game. I will play this game. I have no doubt I will enjoy this game. Greatly even. It will be a fantastic game, somewhere around 8.5-9.5 game, more leaning towards the latter. I just wanted to be blown away with something so far out that I didn't expect it. This simply isn't it. Due to the points outlined above, I fear this game simply won't be as bold, stunning and memorable as previous 3D Mario games.

All.

This is the best post I've seen in this thread that can articulate how I feel. I too will buy it, enjoy it, and most likely 100% it. At the same time, I feel disappointed due to the reasons above.
 
The hubs were random, but they contained Galaxies which were highly themed in their own right, and which we repeatedly visited to go through new objectives and to extrapolate further along these themes.

3D Land didn't even have that. The levels weren't distinct from each other. I'm not seeing what's difficult to grasp here.

This, I think, is outright nonsense. We never saw Galaxy 2 recycling themes to anywhere near the same extent that 3D Land did.

World 6 of Galaxy 2:
Lava level with unique monsters and lava tides
Ruins with clockwork structures
A reconstruction of a famous 64 level for fanservice
A gauntlet level revolving round beating waves of enemies
A level in pitch darkness save for occasional flashes of light, used to navigate
A spring-themed level, with an entirely different theme or tone to anything we saw in any other Mario game
A climatic journey to the final battle, making use of all the different powerups and styles of gameplay (Drill Mario, Cloud Mario, Yoshi, cylindrical platforming) in ways we hadn't seen them before.

By contrast, World 8 of 3D Land:
Spiky balls, no other particularly significant theming
Grassy hills as seen in immeasurable amounts of Mario levels, poles as seen in previous 3D Marios, notably Sunshine
Airship (as seen in many levels in 3D Land and SMB3) with spinning platforms
Ghost house, revolves around transporting sections of floor, as notably seen in Galaxy 2.
Fortress level, based around the moving platforms we've seen in several previous levels
Fire castle level, similar in theming to many others throughout the game.
Lava level, based around sinking and spinning platforms, as seen in many other Mario levels
Final fire castle level, heavily featuring the riding of platforms through this lava.

3D Land doesn't even begin to compete in terms of interesting and novel level theming. There's nothing innovative there in the slightest.

How are you not understanding this? The levels are themed. Galaxy levels are themed. 3D Land levels are themed. 3D World levels are themed. But the levels are not GROUPED TOGETHER UNDER A WORLD THEME. They are not limited to a set of themes by worlds. There is no grass world, desert world, water world, etc. You have unthemed worlds with random groups of themed levels. You can have a grass level, desert level, and water level all in the same set with nothing at all linking them together. Galaxy and 3D Land both do this.
 
I'm still trying to figure out what the point of all this theme discussion is. I guess that's why it doesn't matter to me.

The "theme" stuff from Galaxy that was just posted could be done in 3D World if the developers decided they wanted it in. Let's wait for them to deliver a bland product before we start getting worked up about it being a bland product. As has been stated many, many times: 3D Land is toned down for handhelds.
 
How are you not understanding this? The levels are themed. Galaxy levels are themed. 3D Land levels are themed. 3D World levels are themed. But the levels are not GROUPED TOGETHER UNDER A WORLD THEME. They are not limited to a set of themes by worlds. There is no grass world, desert world, water world, etc. You have unthemed worlds with random groups of themed levels. You can have a grass level, desert level, and water level all in the same set with nothing at all linking them together. Galaxy and 3D Land both do this.

How are YOU not understanding this? I'm counting Galaxy and Galaxy 2's galaxies as worlds, not the overall world maps. The world maps mean absolutely nothing to me; it's the individual galaxies that you repeatedly enter for new challenges, not the world maps.

Galaxy has themed worlds that you repeatedly enter that offer cohesive themes and designs. 3D Land doesn't. The world map for the Galaxy games is irrelevant in every sense other than grouping galaxies together.
 
I'm still trying to figure out what the point of all this theme discussion is. I guess that's why it doesn't matter to me.

The "theme" stuff from Galaxy that was just posted could be done in 3D World if the developers decided they wanted it in. Let's wait for them to deliver a bland product before we start getting worked up about it being a bland product. As has been stated many, many times: 3D Land is toned down for handhelds.

How are YOU not understanding this? I'm counting Galaxy and Galaxy 2's galaxies as worlds, not the overall world maps. The world maps mean absolutely nothing to me; it's the individual galaxies that you repeatedly enter for new challenges, not the world maps.

Galaxy has themed worlds that you repeatedly enter that offer cohesive themes and designs. 3D Land doesn't. The world map for the Galaxy games is irrelevant in every sense other than grouping galaxies together.
The person I replied to initially was concerned about 3D World levels being limited by world themes like in NSMB games. I pointed out that the levels in Galaxy and 3D Land were not limited by such restrictions. You are arguing a completely different point of semantics that has no bearing on the original discussion.

I think what people don't like about 3D World is that there doesn't yet seem to be any sort of theme that structures the game like with Galaxy or especially Sunshine. A proper hub world or map screen could probably fix that.

Otherwise it ends up like NSMB where you can tell they're checking it off - "Okay, we got the grass world, desert world, snow world, lava world" etc

This is what I was replying to. The hubs in Galaxy didn't unify the levels around a theme, and the space theme of Galaxy didn't stop them from making non-spacey levels. 3D Land's worlds didn't limit the types of levels that could appear. They just put in anything they thought of.
 
They only showed a few levels, to give the audience a general impression of the layout of the game. We dont know what the final game will look like. It "could" have a world map and be similar to NSMBU for instance

Right. As someone mentioned before, there is a mechanical difference between the hub/world map of NSMB2/NSMBWii vs NSMBU, despite it being a sequel. Same for Galaxy vs Galaxy 2.

This too.

The main thing is that the Galaxies are interesting and novel enough in their own right to warrant a wish to return to them and to experiment with their theming and mechanics. There isn't a single level within 3D Land that I'd say the same to, and it is thus far true of 3D World, too.

I'm unsure if you can say that. From what we have seen, 3D World's levels are already longer, largers and more diverse than most of the ones in 3D Land. There is also a water-ride level and a mid-boss battle that is more similar to Galaxy than 3D Land.

But Gusty Garden has its own set of mechanics and themes (the wind, the garden theme, the flowers used for transport) that are new and worthy of further exploration. There's no point in talking about splitting them up into three non-connected levels, because at their most fundamental level they are built around the themes of that individual Galaxy.

Ok, so you're talking about the Galaxy levels with multiple stars/goals. In any case, it is true even Galaxy 2 has a more consistent theme due to those type of galaxies compared to 3D Land. Then again, 3D Land's levels were extremely loose to the world's theme, aside from the Lava/castle theme of World 8. 3D Land's levels seem to be collection of different ideas that may be grouped up according to difficulty than any sort of consistent theme (more like the original SMBs, I guess?), so I understand where you are coming from with that.

However, we don't know alot about 3D World to conclude that it will be the same way. The demo levels were all in different worlds except for the World 4, but the second one was a boss fight.
 
To provide some evidence for my assertion that 3D Land and Galaxy are mechanically similar, please take a look at these videos. This is what I'm talking about when I say that 3D Land plays like a toned down Galaxy without the gravity mechanic. In fact, I would go so far as to say that most of these levels look more complex and more difficult than any of the non-gravity focused Galaxy levels. Just watch them.

World 8-1
World 8-2
World 8-3
World 8-Ghost House
World 8-5
World 8-6
World 8-Castle

The Ghost House is the weak link, but to be fair those were also weak in Galaxy. I could very, very easily see each of these levels existing somewhere in Galaxy. Yes, the best of Galaxy is better than these, but my point is about the base mechanics. Interestingly, 8-3 and 8-6 play with the gravity mechanic a little bit by having the level itself rotate rather than having you rotate around the levels.



Yup. And we're talking 8-1 of Land compared to 2-1 of World.

It's my opinion that 3D Land was like the "Classic" Mario levels in Galaxy done right.
 
Is it just me, but with each iteration of Mario they seem to be heading more and more toward a speedrun mentality for the level design. This was apparent in NSMBWii/U as well as 3D Land to a extent. So if that's the case for 3D World, that their gearing the level design toward a speedrun/shortcut/trick jump mentality, I think that's great! And it begs for leaderboards if that's the case. But it also empathizes my post about Mario needing a more athletic, experimental and robust move set. I'm of the mind Mario as a character in 3d games needs a fresh feel on the controller in your hands, and that would do it.

Because let's face it, while speedrunning was possible in Galaxy, it was hardly the speedrunners paradise.
 
People getting way too angry over how EAD theme their levels. Way too angry. Some friendly advice; cool it down. It's the way people get banned.

People were getting heated earlier, myself included, but it's cooled down a bit now.

In general, but to Calamari and Ragnarok in particular: sorry about all that earlier in the thread. Massively disproportionate arguing from myself, and that's on me far more than it's on you guys.
 
People were getting heated earlier, myself included, but it's cooled down a bit now.

In general, but to Calamari and Ragnarok in particular: sorry about all that earlier in the thread. Massively disproportionate arguing from myself, and that's on me far more than it's on you guys.

I didn't even think that anybody was angry or getting heated, to be honest.
 
wait so if you can play with the wiimote then how do you perform a long jump
wait is long jump even in the game oh god
 
I think I am at the point where I'm exhausted by the argument.

I kind of just want to play the game and hope I enjoy it like I enjoy all of EAD Tokyo's games.

If not, well, whatever. They were bound to miss eventually. Hope that's not the case, though.
 
People were getting heated earlier, myself included, but it's cooled down a bit now.

In general, but to Calamari and Ragnarok in particular: sorry about all that earlier in the thread. Massively disproportionate arguing from myself, and that's on me far more than it's on you guys.

Nobody was angry, just confused and talking about different things.

wait so if you can play with the wiimote then how do you perform a long jump
wait is long jump even in the game oh god

I see no reason why not; you can still crouch. 3D Land had the long jump and a rolling jump.
 
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