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the removal of mario's 3D abilities since 64

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.

Galaxy doesn't give you the option to control the camera because most of the time it offers you the best possible angle. Sunshine had the option to freely control it because in some specific levels, the default camera was a total mess.
 
64 gets pretty dang difficult as soon as you step away from the first level, I never felt challenged with Galaxy to the point that it almost made me feel bad, I have trouble remembering a lot of specifics of that game since it all blows by so fast in a blur, I tried to take my time and absorb it all in but the game just keeps pushing you forward despite the exorbitant amounts of fine craftsmanship that went into every detail.

I missed some of the silly superfluous actions in Sunshine, but ultimately I agreed with its omissions and I loved its additions. Belly hopping felt silly but it was a fun way to get around, it made getting around a big openworld make more sense than his moveset in 64. I didn't care for replacing the Super Metroid wall jumping with what was essentially MegaMan X style wall clinging with a kickoff, but I still often found myself using it while screwing around and climbing the buildings in the main hub. One thing that Sunshine definitely had over 64 was the addition of the spin jump, I don't think I even discovered it until my second playthrough, but I instantly fell in love with it, the elegant method of a quick circular flick of the analog stick felt so right, like I was given a choice between it and a backflip to perform subtly different types of jumps to suit the situation, and the ways it could be combined with other actions like the FLUDD was very clever. Galaxy replaced it with waggle and completely altered its uses so it might as well be considered as dead as the belly dive at that point.

But what should be of most concern to all of us is the overall physics of Mario's movement in these games. People criticize Sunshine for making the jetpack a crutch for platforming, but all it did was give you some extra insurance should you slip up, while Galaxy shoul've been blamed harder for making platforming easier in a less tangible but overall worse way, by sharply increasing the range that Mario can adjust his trajectory in mid-air, adding that auto ledge hopping if you should barely miss a platform, combined with essentially adding a double jump for insurance. It still had the blood of 64 in it, but the direction they were going with his overall simplified almost 100% analog stick based movement was a step in the direction that 3D Land took us in now. 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??
 
Modern 3D Mario games don't need camera control at all. Not once in my playthrough of the two SMG games did I ever need to adjust the camera, and neither Mario 3D Land. There's no need.

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??

What annoys me more is the need to use a run button, as if an analog stick was never invented.
 
tumblr_m8bv8qjfj41r2op6ko1_400.gif

I have said this on gaf multiple times before this thread, 3D mario without the B button ( dive button) is not 3D mario. Its not just the B button by itself, its also the combinations of the dive with all the different jumps. Super mario 64 mario movement was crazy. Also, a lot of people here are forgetting about sunshine. It can also be that those never really exploited sunshine mario movement options, how knows. Sunshine was a loooot crazier than 64, even without water. Sunshine also had the spin jump (you could do a triple jump after landing from a spin jump) and you could also spin at any moment of any jump (gaining the ability of doing a triple jump after landing). Doing that you could do, for example, a normal near to the groung jump, into spin into triple jump. Mario from sunshine was a lot different from 64 mario than what some remember...

I also call the dive button the seal button, and the dive jump the seal jump. Because of marios shape when doing it.
 
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.

Just had to quote this cuz this is exactly how I feel.
 
Sunshine removed the long jump, and that ruined the game for me. You had to use the FLUDD hover instead, and that didn't feel right to me.

Luckily Galaxy brought that back.
 
I watched Siggy's last world record run live and it still floors me. The depth of the controls in N64 was stunning. That and being able to choose your path through the levels still make it the best Mario ever.
 
It's pretty alarming how certain people are now trying to downplay the significance of Super Mario 64 because Nintendo no longer has any use for open world games. Revisionist history at its finest. I've said it once, and I'll said it again: a linear 3D platformer defeats the purpose of having a third dimension in the first place. If your only objective is to get from point A to point B, why does the game need to be in 3D? Are they going to start putting flagpoles in Mario Kart next? While Super Mario 3D Land may be a fun game, the de-emphasis they've placed on exploration makes it feel too familiar and ultimately pointless.
 
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.

Shigeru Miyamoto:

What 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.
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=1
 
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.

I'm pretty sure people love the void levels from Sunshine because they're the only FLUDDless parts.
 
That level is awesome!

Also, people using big words to describe Mario play mechanics...it's Mario. Stop taking it so serious. Super serious.

Are you saying we should stop discussing the minutiae of the most popular gaming franchise of all time because each installment is merely a hack job simply thrown together as an afterthought?

Do big words frighten you?
 
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.

Yeah, I wouldn't say removal of moves is dumbing down when Mario could restore all of his health in 64 by just swimming and then coming back to the surface.
 
I was just thinking about this very subject the other day. I don't think I've played a 3D platformer that has given you as much movement based freedom as Mario 64. After I finally finished the game, I remember that I kept waiting for another game to come out like it for the N64. And I don't think there has been anything like it since. Sure the newer Mario games have been good, they decided to go a different route with things. Just seeing what acrobatic moves you could accomplish combined with the non-linear nature of Mario 64 is just amazing. I hope someday, somewhere, someone will come out with a worthy continuation of that sort of gameplay. It's funny to think that even though Mario 64 was the first ever real 3D platformer all those years ago, it still may very well be the best. At least in my humble opinion.
 
Can we stop posting that gif? Everytime, it just gets me pissed off that 3D gaming hasn't had something quite like that since Sunshine.

I love Galaxy, but I love the moveset (and MOMENTUM) from 64/Sunshine more.
 
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.

This actually disturbs me a bit. It's considered a SERIES? Which is potentially ONGOING? I thought Galaxy was meant to be one game and 2 was made as a special case because the volume of leftover material that didn't make it in the first? 64-Sunshine-Galaxy is a series, we should be getting the next thing in that sequence, anybody thinking about a Galaxy 3 is severely lacking imagination.

We got a taste of the void levels in Sunshine, we got what we wanted and basically a whole game of that in Galaxy, and then saw what their full potential could be in Galaxy 2, now it is time now to try other things.

I agree that open worlds are the true potential of 3D games, I don't want to see Mario devolve into Crash Bandicoot, and sure it may look like right now they're just the trendy thing to do, but we still haven't seen it done with the Nintendo touch. I want a world full of personality and secrets and style like that in the first Paper Mario, that I can skip around in aimlessly performing acrobatics on rooftops the way I did for hours on end in Isle Delfino.
 
I'm pretty sure people love the void levels from Sunshine because they're the only FLUDDless parts.

True, that is part of it but I don't think it was the only reason. It was also about the simplicity and the way that it was just about getting from a to b without falling down a hole just like the 2d marios.
 
Through the Mario games, I'm seeing Nintendo become more and more conservative with each iteration and it really bothers me. They try so hard to appeal to everyone that Mario games have been relegated to almost being a casual experience or a family party gathering experience, which is not what I look for in a mainline Mario game.
 
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