Why is it only Nintendo that gets grief from critics for their games being similar to the previous entries? I mean hell, we're currently on the FIFTH Call of Duty game since the start of the generation and critics are all over that as being an AMAZING GAME. But every time Nintendo comes out with a new game it's like I PLAYED THIS GAME BEFORE STOP RELEASING THE SAME THING NINTENDO!
Maybe that shows how unconsciously important a storyline is to a reviewer. The NSMB games just have "oh no the princess is being kidnapped again." Galaxy did the same thing but it showed it in a new way and gave us new creatures, a new setting, and a new story in Rosalina and the star dudes. Galaxy got lots of 10s, while NSMB Wii is at like 8.7 as stated earlier.
Call of Duty sequels do have a different story every time, despite having very similar mechanics and going through fairly similar bombed-out buildings in the desert.
I still remember the headaches I got from playing the Wario game on Virtual Boy.
That needs a remake. Full color and all. I don't think it has to be 3D in the VB optical-illusion sense, but it could be fun in a more traditional sense. Probably be able to cut down on development costs, since maps, design work, and music are all already done, it would largely be a matter of remixing and remastering it to a modern standard.
True, but this spin jump is more similar to Galaxy's.
I disagree; in Galaxy, it was more like a standard attack that could be performed while jumping regularly, even gaining some height. Here, it's more like World's, where it has to be done from the ground and doesn't reach as high as a regular jump. Can't remember if it breaks blocks here or not, though, or if you can bounce off some enemies (Spiny, Piranha Plants), because...
I didn't mind shaking the controller for some functions, but doing so for the Spin Jump here really cut down on my use of it versus World, as it didn't feel very accurate. For example, running and performing a spin jump... timing can be critical, and I felt that shaking the Wii Remote kind of took away the precision.
The spin jump is useless in NSMBW, what's useful is spinning in the air to extend your jump, which is definitely a homage to Galaxy.
After finishing world 8, I'm only left wondering if it's even possible to beat this game on multiplay
With four players, the final stage was the most epic clusterfuck I have ever witnessed in gaming. When we finally, finally beat it, everyone was mad at me because I raced ahead with the propeller hat and left everyone behind to their deaths, in an effort to just put an end to the madness.
I still remember the headaches I got from playing the Wario game on Virtual Boy.
That needs a remake. Full color and all. I don't think it has to be 3D in the VB optical-illusion sense, but it could be fun in a more traditional sense. Probably be able to cut down on development costs, since maps, design work, and music are all already done, it would largely be a matter of remixing and remastering it to a modern standard.
True, but this spin jump is more similar to Galaxy's.
I disagree; in Galaxy, it was more like a standard attack that could be performed while jumping regularly, even gaining some height. Here, it's more like World's, where it has to be done from the ground and doesn't reach as high as a regular jump. Can't remember if it breaks blocks here or not, though, or if you can bounce off some enemies (Spiny, Piranha Plants), because...
I didn't mind shaking the controller for some functions, but doing so for the Spin Jump here really cut down on my use of it versus World, as it didn't feel very accurate. For example, running and performing a spin jump... timing can be critical, and I felt that shaking the Wii Remote kind of took away the precision.
The spin jump is useless in NSMBW, what's useful is spinning in the air to extend your jump, which is definitely a homage to Galaxy.
Yeah exactly, the primary function of both of them is to alter your momentum. For the first few world it really screwed me up that the NSMBW spin doesn't work exactly like the Galaxy one. I kept trying to do the trick where you wall-jump, then spin jump backwards towards the wall you jumped from, and it doesn't work since in NSMB your horizontal momentum doesn't cancel.
I'm unsure whether to get this or Galaxy. I pre-ordered Galaxy, got the collector's coin, yadda yadda, and ended up eBaying it for purchase price a little after because it didn't really click with me. Sunshine was my favorite game of all of them, even pit against the 2D platformers of old -- I'm a sucker for free-roaming environments, and I just loved the cheerful atmosphere. Galaxy was too goal-driven for me. It was a 3D platformer instead of a 3D free-roamer, and the levels were often designed solely around platforming elements, with no real decor or cheer to them. It didn't make me smile, even if the gameplay was engaging.
Now, I only played a few hours of Galaxy. I tried a few different stars, I beat the Bowser boat spider thing once. I tried one of the levels under a comet. I got to the floaty planet where you get to surf with penguins, and that was cool. Does the entirety of Galaxy conform to that "linear 3D platformer" formula, or do levels and challenges get more open-ended -- instead of just requiring more dexterity and ingenuity -- as you go forward?
And for NSMBW, how difficult is it, like, in terms of previous Mario platformers? I'm only going to consider getting it if I could play it with my little sister, 12, and she can't get past the second or third world of SMW or the latter half of SMB3 without help. Would she enjoy NSMBW, or would it just be frustrating for her? If she's not going to have fun, and consequently agree to keep playing with me, it's not really an option.
If Galaxy holds to that "see star, get star" formula, and I could play NSMBW with my sister, I'll get NSMBW. I feel like this is the case, going by what I've read of NSMBW, but I just want confirmation before I dole out the cash.
Yep, that's right: Galaxy is a platformer, not an exploration game. The levels are designed for gameplay, not as environments; the route is linear. There are often puzzle elements, but it's never really open-ended.
Yep, that's right: Galaxy is a platformer, not an exploration game. The levels are designed for gameplay, not as environments; the route is linear. There are often puzzle elements, but it's never really open-ended.
Which, as excellent as Galaxy was, is a shame. It would have been wonderful to roam around new weird galaxies and explore them to your heart's content, the same way you could get stars in almost any order in Mario 64.
I'll say right now I'be be blown away if the next 3D Mario had one gigantic world with 120 stars in it.
Oh my God when you suggested this it literally took the breath away from me. I am now winded. Thanks a lot! Thinking about it more it seems terribly impractical, but there's probably some way of pulling it off. Maybe. I wish there was. Anywho.
The Galaxy thing disappoints me, but it was kind of something I knew deep down anyway. I just had to hear it confirmed, I guess. I still think that it was really engaging, so I'm going to get it and play it to exhaustion someday, sometime, but it's not really a priority. Choosing between 3D platformer and 2D platformer I can play with my sister or a friend (maybe several friends, if we pool Wiimotes), the latter sounds more up my alley. I look forward to shoving people into pits.
I'll say right now I'be be blown away if the next 3D Mario had one gigantic world with 120 stars in it.
Oh my God when you suggested this it literally took the breath away from me. I am now winded. Thanks a lot! Thinking about it more it seems terribly impractical, but there's probably some way of pulling it off. Maybe. I wish there was. Anywho.
That sounds basically like collecting every hidden package in a GTA game. Or "collect a hundred thingies" from the DK64 era.
To be honest, Mario 64's more open design was pretty annoying to me because you'd be collecting something to get one star and then notice another star just sitting behind a waterfall or something and then grab it and have to start the initial collection over again.
Collecting a star in Mario is fun because there is a specific challenge set up for each one, just like how completing a level in NSMB Wii is fun because each level is a linear, specific challenge. Star collecting is nothing special when it's just between two buildings and under a box, which is what you typically get in that open world design.
If you don't want to just find stars lying in the grass, basically what you're asking for is a giant hub world where talking to a certain NPC drops you into a short linear challenge to get a star, which is almost no different from Galaxy anyway. Linear segments are necessary.
I really don't think that's the only way to do it right. I don't see why good level designers, like you know the guys that made Galaxy, could make a huge world composed of a little over one hundred different areas with different challenges, with dozens of linear paths that intersect with one another and are integrated with one another.
I mean, basically just a Mario 64 or Banjo Kazooie level, except about ten times bigger.
I much prefer Galaxy's approach. In exchange for not being an adventure game at all, the quality of the platforming was just worlds above the other 3D Mario games.
I love both approaches a well as they're well done, I don't buy the linear=bad, sandbox=awesome mentality. Not that I'm saying anyone here is saying that, but it's pretty common.
Why is it only Nintendo that gets grief from critics for their games being similar to the previous entries? I mean hell, we're currently on the FIFTH Call of Duty game since the start of the generation and critics are all over that as being an AMAZING GAME. But every time Nintendo comes out with a new game it's like I PLAYED THIS GAME BEFORE STOP RELEASING THE SAME THING NINTENDO!
There's also a certain breed of Nintendo snob who seem to believe that anything that isn't innovative* isn't truly great.
* where "innovative" can usually be substituted with "fixing shit that isn't broken."
Yep, that's right: Galaxy is a platformer, not an exploration game. The levels are designed for gameplay, not as environments; the route is linear. There are often puzzle elements, but it's never really open-ended.
Which, as excellent as Galaxy was, is a shame.
I'm with the other people in this thread who consider this to be a feature and not a bug. I don't really care for nonlinearity in platformers.
Woo I'm done. 5 stars get! Getting all the star coins on world 9 wasn't too taxing. I thought I'd be stuck on 9-7 for ages, but a starman and the propeller hat came to the rescue. I liked how the final level was pretty much just get tons of coins and win, like the final level of the Special Road in SMW.
This might be the wrong thread to ask this, and if so I apologise in advance..
But I remember stumbling over a video somebody made of Mario, chronicling his "life" rescuing the princess from Donkey Kong to Mario Bros. and so on. Set to some very nice music (I have read, I didn't have any speakers connected to the PC when I stumbled over the link)... and apparently it's very nice, touching, and so...
But I cannot, for the life of me, find it anymore. Does anybody remember such a video? Anybody know what I am talking about? Any help would be greatly appreciated.. it's driving me crazy.
My google-fu is failing me, so, anyone found any good speedruns of the game? It's always fascinated me that the games' designs still incorporate methods to play both the full 6.5 hours of content or to swish through in less than 15 minutes.
AbsoluteZeroThe new film by Quentin KoopantinoRegistered Userregular
edited January 2010
Man I already played through and beat every damn level of this game but I just couldn't help picking up the controller at best buy and playing some more.
To be honest, Mario 64's more open design was pretty annoying to me because you'd be collecting something to get one star and then notice another star just sitting behind a waterfall or something and then grab it and have to start the initial collection over again.
That bugged me, too. But do away with that, so that there's no consequence to grabbing other stars on the way to your chosen goal...
Posts
Call of Duty sequels do have a different story every time, despite having very similar mechanics and going through fairly similar bombed-out buildings in the desert.
The spin jump is useless in NSMBW, what's useful is spinning in the air to extend your jump, which is definitely a homage to Galaxy.
That seems to be the most reasonable approach.
Steam ID: Good Life
Yeah exactly, the primary function of both of them is to alter your momentum. For the first few world it really screwed me up that the NSMBW spin doesn't work exactly like the Galaxy one. I kept trying to do the trick where you wall-jump, then spin jump backwards towards the wall you jumped from, and it doesn't work since in NSMB your horizontal momentum doesn't cancel.
http://www.audioentropy.com/
Now, I only played a few hours of Galaxy. I tried a few different stars, I beat the Bowser boat spider thing once. I tried one of the levels under a comet. I got to the floaty planet where you get to surf with penguins, and that was cool. Does the entirety of Galaxy conform to that "linear 3D platformer" formula, or do levels and challenges get more open-ended -- instead of just requiring more dexterity and ingenuity -- as you go forward?
And for NSMBW, how difficult is it, like, in terms of previous Mario platformers? I'm only going to consider getting it if I could play it with my little sister, 12, and she can't get past the second or third world of SMW or the latter half of SMB3 without help. Would she enjoy NSMBW, or would it just be frustrating for her? If she's not going to have fun, and consequently agree to keep playing with me, it's not really an option.
If Galaxy holds to that "see star, get star" formula, and I could play NSMBW with my sister, I'll get NSMBW. I feel like this is the case, going by what I've read of NSMBW, but I just want confirmation before I dole out the cash.
Which, as excellent as Galaxy was, is a shame. It would have been wonderful to roam around new weird galaxies and explore them to your heart's content, the same way you could get stars in almost any order in Mario 64.
I'm trying to figure out how so many people on the last page read this post and didn't realize it was sarcasm.
http://www.audioentropy.com/
I'll say right now I'be be blown away if the next 3D Mario had one gigantic world with 120 stars in it.
http://www.audioentropy.com/
The Galaxy thing disappoints me, but it was kind of something I knew deep down anyway. I just had to hear it confirmed, I guess. I still think that it was really engaging, so I'm going to get it and play it to exhaustion someday, sometime, but it's not really a priority. Choosing between 3D platformer and 2D platformer I can play with my sister or a friend (maybe several friends, if we pool Wiimotes), the latter sounds more up my alley. I look forward to shoving people into pits.
Me too. If they ever bring back the Mario 64 formula I will be so fucking bored (just like I was with that game).
That sounds basically like collecting every hidden package in a GTA game. Or "collect a hundred thingies" from the DK64 era.
To be honest, Mario 64's more open design was pretty annoying to me because you'd be collecting something to get one star and then notice another star just sitting behind a waterfall or something and then grab it and have to start the initial collection over again.
Collecting a star in Mario is fun because there is a specific challenge set up for each one, just like how completing a level in NSMB Wii is fun because each level is a linear, specific challenge. Star collecting is nothing special when it's just between two buildings and under a box, which is what you typically get in that open world design.
If you don't want to just find stars lying in the grass, basically what you're asking for is a giant hub world where talking to a certain NPC drops you into a short linear challenge to get a star, which is almost no different from Galaxy anyway. Linear segments are necessary.
I mean, basically just a Mario 64 or Banjo Kazooie level, except about ten times bigger.
http://www.audioentropy.com/
Open worlds have yet to produce anything that really impresses me, barring Noby Noby Boy or Dragon Quest 8.
Pokemon Safari - Sneasel, Pawniard, ????
Pokémon HGSS: 1205 1613 4041
* where "innovative" can usually be substituted with "fixing shit that isn't broken."
I'm with the other people in this thread who consider this to be a feature and not a bug. I don't really care for nonlinearity in platformers.
Boggles my shit.
You'd be crashing into invisible walls constantly.
http://www.audioentropy.com/
But I remember stumbling over a video somebody made of Mario, chronicling his "life" rescuing the princess from Donkey Kong to Mario Bros. and so on. Set to some very nice music (I have read, I didn't have any speakers connected to the PC when I stumbled over the link)... and apparently it's very nice, touching, and so...
But I cannot, for the life of me, find it anymore. Does anybody remember such a video? Anybody know what I am talking about? Any help would be greatly appreciated.. it's driving me crazy.
http://www.audioentropy.com/
I just couldn't quite place where I had seen the link, and I was also convinced it was a link to a youtube video so that's what I searched for.
Indeed. hell, I disliked the fact that I had to walk to the higher rooms each time in Galaxy.
You know, that's fucking well put. Consider yourself sig'd!
Pokémon HGSS: 1205 1613 4041
Because done right, you'd be platforming while looking for platforms.
http://www.audioentropy.com/
Yo dawg, I heard you like jumping.
So I put a bunch of superfluous platforming puzzles with disjunctive difficulty in your game to occupy you between the actual levels.
Well, the idea would be that it would have of been planned and thus prevented.
Pokemon Safari - Sneasel, Pawniard, ????
I refrained from doing so, because I used up my Xzibit mention in some other thread recently.
Pokémon HGSS: 1205 1613 4041
I avoided getting it because it was an obvious xmas gift, but no one here could find it. And now I can't find it anywhere. What the hell, man?
Steam ID: Good Life
That bugged me, too. But do away with that, so that there's no consequence to grabbing other stars on the way to your chosen goal...
With all the Galaxy talk, I mistakenly thought you were referring to that.
But yeah, NSMBWii has been a serious sell-out. You might have better luck with Amazon.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!