Vampirolol
Member
I think that they share the same physics but have esclusive moves like wall jump and the ability to throw koopa shells.
I think that they share the same physics but have esclusive moves like wall jump and the ability to throw koopa shells.
So like... are you going to hit a point in a level where you need to switch to NSMB style to wall jump, etc.?
If you don't trust the online system to find good levels, there's still a code for each level created, and players can share those codes with each other to try out each other's levels.I'm really hesitant to say the same.
Have any of you played the LBP series? Do you know what usually happens with user-created content? 99% of it is shit, and you need a good online system to make sure the 1% floats to the top.
I'm not entirely confident that Nintendo is capable of preserving a good online system that will make good content float to the top. I've seen what they're planning, but I'm not sure if it'll work well in practice.
I'm not even convinced that the content creation system itself will allow for good Mario levels yet. It depends on how simple and intuitive the tools are, but also how detailed people want to get with the level design. Making a Mario level is a lot of intense design, it's not just placing random blocks.
I dunno, we'll see. I hope that some good levels come out at launch.
You'll be able to come to the GAF thread for this game and get lots of codes for good GAF-made levels.Every course that is uploaded will have a 16-character identifier that can be shared on social media.
You have to be able to beat a level in order to upload it. So you won't be putting areas that require wall jumps in a SMW course, because you'll have to beat it in that style before uploading it online.Technically, you're not supposed to do that, but there's nothing stopping someone from being a dick like that.
Actually, the bouncing on enemies is higher than the original SMB1
You have to be able to beat a level in order to upload it. So you won't be putting areas that require wall jumps in a SMW course, because you'll have to beat it in that style before uploading it online.
You need to complete a stage to upload it and they're locked to a single game unless you're in the edit mode. So it is impossible to make a SMB3 stage that requires wall jumps.So like... are you going to hit a point in a level where you need to switch to NSMB style to wall jump, etc.?
If you don't trust the online system to find good levels, there's still a code for each level created, and players can share those codes with each other to try out each other's levels.
From the IGN article:
You'll be able to come to the GAF thread for this game and get lots of codes for good GAF-made levels.
I'm still not convinced this is true.
https://www.youtube.com/watch?v=jpU8Qbs5xrQ This is a SMB1-styled course, but Mario retains the added boost after jumping off of an enemy. This doesn't happen in the original SMB1. It's the only real good example I can find of a discrepancy since the rest is hard to determine without feeling it for yourself, but it feels pretty significant. It'd seem weird if they kept all other physics intact but just changed that one aspect of the jump boost.
The game that keeps on delivering. So happy to read that! I was worried every set of graphics was going to have SMB physics.
Super Mario World has the best physics in a 2d Mario ever IMO.
I just tried it and super jump doesn't exist. SMB3 was the first one.I believe that extra boost first happened in the Japanese SMB2, which is essentially a sadistically hard SMB1 map pack. So, in that sense, the boost is a part of SMB1 style.
You'll be able to come to the GAF thread for this game and get lots of codes for good GAF-made levels.
I just tried it and super jump doesn't exist. SMB3 was the first one.
Oh yeah? I could have sworn that jumping off a flying Koopa (for instance) in Japanese SMB 2 gave you an extra boost, unlike the original game. It was one of the only changes from the original game, besides poison mushrooms, different Luigi physics, and wind levels. But I'm not doubting you if you tried it right now.
I am fairly certain this is not true.
I analyzed footage of SMW style levels and they clearly do not have SMW physics. It appears all styles have the same physics but Mario has different abilities and enemies have different characteristics in each one.
I am fairly certain this is not true.
I analyzed footage of SMW style levels and they clearly do not have SMW physics. It appears all styles have the same physics but Mario has different abilities and enemies have different characteristics in each one. A lot of people in here are confusing abilities with physics.
I played it, yo. Trust me, you definitely notice a significant change when you switch between game styles. And just to make sure I wasn't imagining it, the Nintendo employee at the booth said the same thing.
I played it, yo. Trust me, you definitely notice a significant change when you switch between game styles. And just to make sure I wasn't imagining it, the Nintendo employee at the booth said the same thing.
You probably imagined it. The footage doesn't lie, man. Random Nintendo employee probably confused physics with abilities like most people in this thread are. Mario clearly does not have the air maneuverability he should have in SMW.
How dare you question my honor, SIR.
I have never led gaf astray.
Youtube clips and gifs are very misleading. You have to see it in real time. If you see a youtube video of Smash Bros. Melee and Brawl for example, they look almost identical as well. But once you actually play them, the difference becomes clear.
Your second gif in particular doesn't seem to prove much. It appears that the guy playing it made a quick turn while in the air and thus didn't jump as high as he probably could have.
I can stop on a dime in SMW. I can't do that in NSMB. And I could stop on a dime in the SMW version of SMM. It's the real deal, homeslice.
How do you do it? I just tried it a few different ways over the first three stages and got nothing while I can do it 99.9% of the time in everything from SMB3 onwards.No, you're right. Lost Levels has the high jump off enemies, not SMB1.
Was there any swag at the best buy event?
The gifs aren't comparing jump height. They are comparing Mario's ability to turn in the air. In SMW if you jumped right and then changed direction Mario would fly left as in gif 3. Mario does not do that in Mario Maker. You can clearly see player's thumb in the Mario Maker gif so you know they aren't letting go of the stick. It's more consistent with NSMB. This is not misleading at all. This not SMW physics.
Okay, even if it's comparing Mario's ability to turn in the air, it's still inaccurate. And that gif is very short, and makes it hard to actually see what's going on.
Here's how the convo went when I spoke to the Nintendo employee:
Me: Do the controls and physics change depending on the game style?
Him: No they're all the same for each game. If you press "B" Mario jumps, "Y" makes Mario ru...
Me: No, sorry I meant the physics, like the way Mario actually moves.
Him: Oh, that's what you meant! In that case, yes, it all changes depending on the game.
Of course, not that this matters much because I actually, you know, played the fricken game for myself!
Either I got super lucky and managed to use the one station that actually perfectly replicated SMW's physics, or my precision somehow increased 300% when I switched between NMSB and SMW.
Which one seems more likely?