The Technomancer
card-carrying scientician
Can you create like a 8 stage world with a unique world name so other player could find that set easily?
Four stage worlds IIRC, anyone know if its more?
Can you create like a 8 stage world with a unique world name so other player could find that set easily?
Any gaffer tried it at E3?
Is the physic engine faithful to the original games?
Because this game has the potential to be crack if that is the case.
Didn't see anyone make note of this, but...
https://www.youtube.com/watch?v=ZwO09vJAPDs&t=38s
It looks like the spin jump from SMW is not SMW-exclusive?
No, those are different. Those spin jumps (twirls?) give you more air time, but they don't make you any more durable. This spin jump lets you bounce off of enemies that you normally wouldn't even be able to land on.NSMBWii and NSMBU have the spin jump as well so that makes sense.
No, those are different. Those spin jumps (twirls?) give you more air time, but they don't make you any more durable. This spin jump lets you bounce off of enemies that you normally wouldn't even be able to land on.
Oh right... but that spin jump doesn't let you bounce off of Thwomps and Piranha Plants in the "New" series right?If you it shake while on the ground you actually do a SMW style spin jump in NSMBW and NSMBU.
That is correct. They probably gave it SMW's properties because it's completely pointless in NSMB apart from the rare occasion where you might want to shoot fire or ice balls in both directions or you use it with a propeller helmet or super accorn or to activate a stage gimmick. Also probably to reduce confusion between 2 visually identical moves. I'm going to guess the NSMBU version still doesn't break blocks, though.Oh right... but that spin jump doesn't let you bounce off of Thwomps and Piranha Plants in the "New" series right?
Sorry to belabor the point. I thought it might look like certain moves aren't locked to specific series.
Any word on how many background types we know so far (i.e. grassland, cave, water, castle, etc)?
I believe it is
- Grass
- Underground
- Underwater
- Castle
- Airship
- Ghosthouse
I was wondering how the the alternative amiibo costumes (like Link, Wii Fit Trainer) would even work on the levels that are not 8bit. Did they make several versions for all the costumes or are they only available in 8bit stages? Did they even talk about this?
you won't ! 8 bit amiibo only.
Are all amiibo supported? Or have they not said?
you won't ! 8 bit amiibo only.
mostly !
I don't understand what possesses nearly 300 people to thumb-down that Youtube trailer.
All evidence(images) points to not.Simple question: can we actually do slopes?
If not, the idea you can remake levels from any game is even more false.
For those curious you can see it here:The awesome thing is: At the Treehouse Event they even showed an Automatic Mario level, so doing stuff like this is actually possible!
All evidence(images) points to not.
That's what I thought, but it's weird everybody seems to be missing the fact the game hasn't got slopes (at least from what we know).All evidence(images) points to not.
You know, everybody keeps saying that, but I think it'll be the exact opposite, there will be tons of very easy levels.The only thing I'm afraid of is 99% of user-created levels will be extremely difficult or complete chaos filled with enemies, impossible jumps, ...
That's what I thought, but it's weird everybody seems to be missing the fact the game hasn't got slopes (at least from what we know).
I don't really mind, but still, it's a pretty important fact.
You know, everybody keeps saying that, but I think it'll be the exact opposite, there will be tons of very easy levels.
The game asks you to beat your own level, like Pushmo/Fallblox/Stretchmo and Mario vs. D.K.: Tipping Stars, and the HUGE majority of user levels in those games are very easy, a lot are even incredibly obvious and it's tough to find challenge online in those games (and "interesting challenge" is even more true).
What percentage of players are really good? Not that much I'd guess, and that percentage won't necessarily design that much more levels than the average player.
We think there will be tons of very hard levels because that's what ROM hacks generally are, but the people who make ROM hacks belong to a very, very small and specific demographic. Here, anybody can make levels.
So I guess there will be pixel perfect (annoying) "got you" levels, but not that much, and actually hard levels would be pretty rare. Most people can't deal with "complete chaos filled with enemies, impossible jumps" levels.
Finished watching the Treehouse feed from yesterday and they confirmed at the end that the NWC levels will be included with the game. Good job on those two for impressing Miyamoto and Tezuka that much.
In fairness, that's kinda what half of Pushmo is, but there are definitely better user created ones than others. I used to spend days at a time trying to turn sprites into a compelling challenging puzzle.I can't speak to Tipping Stars as I haven't played it but the reason Pushmo has so many easy/sloppy user-generated levels is because most people focus on just drawing pixel art in the editor and then working backwards to turn it into a "puzzle".
For those curious you can see it here:
https://www.youtube.com/watch?v=arFsxZ8QWPM#t=7h02m02s
They encourage you to do crazy stuff in Pushmo/Crashmo/Stretchmo, and the huge majority of levels are easy. I mean obvious easy, like a teleport from the start to the end, because most people don't have the skill to beat something complicated.Levels in Tipping Stars are easy because the game encourages it. You need alot of stars to unlock everything in the workshop.
Secondly, when you look at the NWC and the Treehouse/trailers from Nintendo, they try to encourage people to do crazy stuff with it.
I do my levels in Pushmo/Stretchmo exactly like this, by copying pixel art I like and I find interesting, yet my levels aren't generally easy and certainly not obvious. That's because I spend a lot of time trying to solve them as they are before adding stuff like switches or teleports or extra items if they can't be solved as they are, and I try making it as complex as I can.I can't speak to Tipping Stars as I haven't played it but the reason Pushmo has so many easy/sloppy user-generated levels is because most people focus on just drawing pixel art in the editor and then working backwards to turn it into a "puzzle".
It's not like that sentiment hasn't carried over to Mario Maker, either--the bulk of the discussion around this title amounts to "yeah but will I be able to make a 1:1 remake of gimmick x from game y?"
Anyone know how different rooms (within the one level) work? Apparently you can have different rooms with different themes in the same level?
Has there been any mention of my boy yet?