Roddslayer
Member
My favorite move, which wasn't really necessary, was the pole handstand to 180 backflip. I love how Mario moved like a freaking 14 year old Chinese gymnast in SM64.
I hate the dumbing down of camera controls in mario and zelda.
they had it perfect in sunshine and in wind walker. Then the wii config ruined all that and we had increment dpad camera controls. Now we have the WiiU and the new mario game gives us gimped camera controls.
Really pisses me off.
PokéKong;68887421 said:I'm far more alarmed by how little variants the analog pad gives you in that game than any omission of abilities, I can perhaps accept the excuse that the 3DS slidepad is total crap and unsuited for advanced 3D platforming precision, but is it true what I'm hearing that 3D World doesn't even have true analog movement while using the gamepad??
Galaxy has my favorite of all his movesets. Couple things from SM64 are gone(for the better I think, the spinning is more accurate and feels better than the melee combo), but they added some fun stuff like the homing stomp and the awesome double kick
I loved being able to save a bad jump with a spin, or getting or top of objects I couldn't normally with a spin. I loved the "setting up" a star launcher with a shake, then releasing it with a satisfying rumble. I liked collecting all the star bits with the Wiimote, they're were visually and aurally pleasing to me, and collecting them actually unlock new areas and stages. I loved sideflipping over that motobug thing, then slammed with a homing stomp. I loved longjumping around a sphere and going allllllll the way around a full rotation, or having my jump gravitate towards another sphere without touching the ground. I loved that tactile addicting feel of chaining Yoshi tongue jumps across those flower-lever things. Moving and jumping and traversing through Galaxy 1/2 is an absolute joy.
I hate the streamlining of 3D Land. Mario is slower, less athletic, it's just...very basic, and very easy, and kinda boring at moment-to-moment basis. 3D World seems to be continuing with this seem basic moveset, and I'm not liking it.
I imagine they're trying to make the games more accessible.
I've watched multiple of people who can play 2D Mario quite well have a lot of trouble with Mario 64 and even Super Mario Galaxy, but later saw them do pretty well at Super Mario 3D Land.
By taking even console 3D Mario in this direction, it should be easier for people who have more trouble with 3D navigation to pick up, especially if the don't have to worry about more complex moves in 3D space.
Source: http://www.gameinformer.com/b/news/...ered-showing-new-zelda-wii-u-game-at-e3.aspx? and http://www.gameinformer.com/b/featu...in-and-wii-u-development.aspx?PostPageIndex=1What we tried to do with Super Mario 3D Land, was try to create a Mario game that was set in a 3D world that fell somewhere between the openness of the Galaxy games and the sidescrolling of the new Super Mario Bros. games to create a 3D Mario game that a wider array of people could play. And we felt that, with Super Mario 3D Land, we managed to achieve that. So, what we wanted to do was extend that broader appealing 3D Mario game to Wii U in a way that allow more people to experience it. That's what we chose for Super Mario 3D World this time. But we still have, obviously, the Galaxy series, and there's a possibility that in the future we may look to explore what else we can do with the Galaxy series. For us, it was really about trying to find the right 3D Mario space in which we're going to allow the widest audience to play.
Yup, me too. Thats why it's kind of surprising to me when the void levels are basically everything people are now claiming to dislike. I can remember the common sentiment being that an ideal Mario game would be just a collection of void levels. And in a way, that was what we got with Galaxy.
Guess it just goes to show, whatever they choose to do with Mario games is going to upset a large amount of people. Everyone has their own idea of what "proper" Mario is. Kind of interesting.
That level is awesome!
Also, people using big words to describe Mario play mechanics...it's Mario. Stop taking it so serious. Super serious.
I'd go a step further and say that all those moves remained in the finish game to mitigate character-control issues. Punching and kicking helped when one couldn't properly stomp on an enemy due to the 3D, and long jump techniques helped to traverse the large, flashy levels as well as for clearing pits. You also have a shitload of health.
But we still have, obviously, the Galaxy series, and there's a possibility that in the future we may look to explore what else we can do with the Galaxy series.
I'm pretty sure people love the void levels from Sunshine because they're the only FLUDDless parts.