Sixfortyfive
He who pursues two rabbits gets two rabbits.
Nope.SMB2J was practically rom-hack bullshit
Nope.SMB2J was practically rom-hack bullshit
While I agree with your post, the bolded simply isn't true.
People hate on the NSMB series because each new game is simply more of the same shit. We wouldn't be angry if it was more of the same... awesomeness. Case and point, Mario Galaxy 2. SMB2j would also fall into the awesomeness category
They're speaking of Super Mario Bros 2J (or Lost Level in the west).Super mario bros 2 had improved animations and other things.
So speaking of a romhack isn't correct.
The music and leveldesign and unique gameplay was great.
Most people are comparing it with the main mario series, but that's wrong.
The game is still original compared to any 2D game. Also many people which didn't played the game from his first release, having problems with the unfamiliar strange design of super mario bros 2. They do aspect something else.
While i do love the yoshi mario series, i take super mario bros 2 above any yoshi game that's already been made.
Nope.SMB2JP missed a lot of important develpers of the first game (like Miyamoto)
Also nope.its a lot more unfair
Nah.forefather of unfair/Nintendo Hard/"Everything wants you dead"-Level-Design
And no. I can't say I really care for modern frustration platformers at all, whereas SMB2J is definitely my favorite platformer of all time and easily on my shortlist of favorite games ever.like Super Meat Boy or I Wanna Be The Guy.
I don't get your point here. All things you describe are part of modern "everything wants you dead"-platformer. Thinking outside the box, constantly learning new tricks and expect changing rules (a Starman is always a good thing, the level ends with the flag, etc.). Mario Games after SMB2JP distance them self from this style. Rules are cut in stone, only the level-designs think outside the box by creating challenges and every Mario game is someones first Mario Game. The style Miyamoto is known for and that's why his low participating in the development of SMB2JP is obvious in the game.And no. I can't say I really care for modern frustration platformers at all, whereas SMB2J is definitely my favorite platformer of all time and easily on my shortlist of favorite games ever.
Now that it seems like they finally reached SMW, it should be time for entirely fresh ideas.
Modern frustration platformers just seem to be designed completely around bite-sized challenges, one at a time. Really hard task, save point, repeat, with infinite lives. As far as pacing and overall difficulty is concerned, SMB2J is actually pretty far removed from that.I don't get your point here.
Those trying to be cool defending Mario 2 J...
Doki Doki Panic was a Miyamoto original.
SMB2J is a poorly done level hack not done by Miyamoto. It almost literally a level pack created quickly to push the Famicom Disk System.
SMB2 USA is a much more creative, modern (for the time) game, almost a generation ahead of SMB graphically.
You're welcome to enjoy it more, but it really, really is a rom hack/expansion pack, not a new game.How dare people enjoy SMB2J more?
SMB3 before that, too.I'm starting to think Shiggy has either schizophrenia or dementia at this point. Not too long ago he said his favorite was SMW.
They still have the Advance games to go through...
Nope.
Also nope.
Nah.
And no. I can't say I really care for modern frustration platformers at all, whereas SMB2J is definitely my favorite platformer of all time and easily on my shortlist of favorite games ever.
You know what's nice? Having a game that plays almost exactly like one of your other favorites but "cuts out the fat," so to speak. Skips the introductory levels, presumes that you know what you're doing, offers a little more variety in its obstacles, and challenges you to excel with all of the tools at your disposal. SMB2J is that game, fun at its core for the same reasons as its predecessor, but presented in a way that doesn't have to cater to people who don't already understand it.
SMB2J presumes from the onset that you're familiar with SMB, and much of the sequel focuses on either testing that knowledge or subverting it. 1UPs are plentiful if you know how to look for them, more so than in the original, and particularly in bowling over enemies with koopa shells and staircase tricks in multiple levels. SMB has secret areas accessed via climbing over the top of the stage; SMB2 has some stages where doing such is actually part of the level itself. SMB has some spots where it's possible to jump over the flagpole and get stuck; SMB2 has some levels where extra content is actually placed after the flagpole. SMB has a few instances where taking a Starman will provide an easy out at the expense of preventing you from obtaining a possible bonus 1UP; SMB2 takes that to the next step by having a couple of spots where taking the Starman will prevent you from actually completing a necessary jump. Stages are bigger and somewhat less linear, it doesn't have repeat stages like the first game does, and it has the first auto-scrolling stages in the series. It plays with your head a little, but not really in such a way that should be confusing if you've been paying attention. You have to get through about half of the game before you even start getting into stages that are consistently more difficult than any of those in SMB1.
I get the impression that people have the intricacies of the original Super Mario Bros so ingrained in their heads after so many years that they've forgotten what steps they took to master it in the first place and are unwilling to take those same steps to master its direct sequel. Modern gamers rarely have the perspective to understand what "Nintendo hard" actually is. There were a lot of 8-bit games with limited continues, bad controls, bad physics, bad collision detection, and really cheap bosses. SMB2J has none of those qualities. On the contrary, it goes somewhat further than its predecessor did in providing you help to overcome its obstacles. Flagpole trick means an extra 1UP on almost every stage. Most of the hardest stages have hidden power-ups. (SMB2 8-4 has two Mushroom/Flower boxes. By contrast, SMB 8-4 has none; good luck on that last stretch.) It doesn't require a cheat code to continue on the world you left off. The maze levels are better at providing you visual cues for when you take the wrong path, which is something SMB1 often failed at. You just have to be observant and sharp to notice this stuff. And then there's the stuff I mentioned above.
So yeah, my personal GOAT. There was a point a few years ago where I was replaying it so often that I was eventually able to complete a 100% run without dying (non-TAS), although I admittedly got lucky a few times. So much for "romhack difficulty" though. Just because Howard Lincoln sucked at it and blocked it from US shores doesn't mean you have to buy into the myth. (Backward warp zones are phenomenally stupid. I'll give you that much. Fortunately, there's only 2 of them in the whole game.)
Super Mario Bros 2 USA? Like I said, I like the mechanics of that game just fine. There's a lot about it that's worth trying again and such a game would definitely stand out from the pack today. I don't really like that particular game itself very much overall though because it's pretty bad about wasting my time. Vase key hunts aren't fun. Routine backtracking isn't fun. Slowly digging through layers and layers of sand isn't fun. It's a waste of time; it's busywork. I much prefer traditional Mario to that, and to be more specific I prefer linear challenge-based Mario over the more exploration-centric games, not that there's anything particularly wrong with that other stuff.
Super Mario Bros. 2 JP was everything we would hate today: Only a Level-Pack with minimal changes.
"Super Mario Bros. 2 initially started out as a demo for a vertically scrolling, two-player, cooperative-action game that was scrapped.[4] The reasons included the technical limitations of the NES hardware making it difficult to produce a polished game featuring a vertical orientation and multiplayer features conceived for the project. It was decided to add more Mario-like elements, such as horizontal levels (though many vertically-oriented levels were retained in the final project). Since the game had gone through some development, Nintendo created the game Yume Kōjō: Doki Doki Panic for the Family Computer Disk System during its agreement with the Fuji Television company. The game was changed in order to fit with the theme of the mascots of the company and their adventure."
Why you want another side story game that was butchered to death by Nintendo?
Super Mario Bros. 2 Japan instead of US and you've got my vote. SMB2 stands well enough in it's own respective niche it doesn't need a sequel.
All my money.
I'd be down for Wart returning
Dude Donkey Kong Country is the pinnacle of the Donkey Kong franchise...
Those trying to be cool defending Mario 2 J...
Doki Doki Panic was a Miyamoto original.
SMB2J is a poorly done level hack not done by Miyamoto. It almost literally a level pack created quickly to push the Famicom Disk System.
SMB2 USA is a much more creative, modern (for the time) game, almost a generation ahead of SMB graphically.
I'm starting to think Shiggy has either schizophrenia or dementia at this point. Not too long ago he said his favorite was SMW.
Dude Donkey Kong Country is the pinnacle of the Donkey Kong franchise...
Those trying to be cool defending Mario 2 J...
Doki Doki Panic was a Miyamoto original.
SMB2J is a poorly done level hack not done by Miyamoto. It almost literally a level pack created quickly to push the Famicom Disk System.