I think it may be a meter to gauge your speed. However, it'd only make sense for the squirrel suit and there's been pictures of it shown without it.I'm most interested in that Boost Rush screenshot. It looks like Boost Rush is basically "speed-run mode," with the score missing and that called-out timer. I wonder what that mysterious red bar beneath the coin total is. And I bet those Miis are only there because it's the special mode, they're probably not there normally. It's probably a Miiverse thing, them cheering you on for the high score you're about to post to the network.
Sounds PRETTY GREAT to me, I love the idea of Miiverse speedrunning.
ha come on, i didn't want to go in that war again but let's go, i'll try.. cause it's pretty hard to explain after all.
Take that from Mario world.
it's, indeed, not varied at all and repetitive in the patterns. BUT,weirdly, it works. Cause the art direction is strong and the minimalistic style + color palette makes it just natural as it is.
Where in some of that screens, particularly the one with the big geometric mountain behind, it just looks like a messy copy and paste all over the place!
Big difference is that Mario World doesn't try to be realistic or detailed. It's iconic and symbolic, maybe even abstract and design, and it's perfectly handled. Now NMB is more detailed and in the same time less natural. Everything is at its right place in Mario World, when things look random and messy in NMB.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_bros_3_maps/
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_world_levels/
http://www.mariomayhem.com/downloads/mario_game_maps/super_mario_bros_3_maps/
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
I've argued this before and nostalgia is a heavy factor in how people view the level design of SMB3 and SMW. There is very little complexity involved in the levels and honestly with a save system the same as current NSMBW they wouldn't be any harder either. NSMBW especially in the later levels has the most complex 2d design of the series.
the most disappointing aspect so far is the music. A total give up. Please allow custom soundtracks so i can use good mario music
I've argued this before and nostalgia is a heavy factor in how people view the level design of SMB3 and SMW. There is very little complexity involved in the levels and honestly with a save system the same as current NSMBW they wouldn't be any harder either. NSMBW especially in the later levels has the most complex 2d design of the series.
I would really love if the music in NSMBU was something like this (LISTEN TO THIS, ITS AMAZING):
http://youtu.be/EZG3jbav82M
the composition is really amazing, its the quality thats lacking. This orchestrated NSMBWii version proves it.
That's bullshit, I'm sorry.
SMB 3 for example has a variety of level design where the goal isn't to survive a obstacle course with wide open areas like NSMB Wii for example - but to actually FIGURE OUT the level.
For example, in World 6 there's a level where you go through the pipe to an underground ice level where beetles are throwing ice blocks at you in the whole course of the level, when you get to the end all you have is a pipe that leads you to a power up and loops you back into the level. As it turns out, you're supposed to clear takeoff area with raccoon Mario, stomp a koopa before a beetle hits it (or you) with an ice block, take off with the koopa and fly up above to an area where pirhana plants are blocking a pipe with blocks in between them and throw the koopa in between the blocks before it wakes up to take them out.
i wonder how true this is, as you said though with nostalgia its hard for me to say. a side-by-side comparison like these shots imply, done in a thread a month after this game drops - that'd be pretty interesting.
You picked like the only level in the whole game that does anything remotely like that. As awesome as it is, SMB3 had some awful level design decisions like those levels where you had to guess which doors to go through; like 7-Fort and 8-Fort.That's bullshit, I'm sorry.
SMB 3 for example has a variety of level design where the goal isn't to survive a obstacle course with wide open areas like NSMB Wii for example - but to actually FIGURE OUT the level.
For example, in World 6 there's a level where you go through the pipe to an underground ice level where beetles are throwing ice blocks at you in the whole course of the level, when you get to the end all you have is a pipe that leads you to a power up and loops you back into the level. As it turns out, you're supposed to clear takeoff area with raccoon Mario, stomp a koopa before a beetle hits it (or you) with an ice block, take off with the koopa and fly up above to an area where pirhana plants are blocking a pipe with blocks in between them and throw the koopa in between the blocks before it wakes up to take them out.
Little things like that make SMB 3 superior level design than NSMB Wii IMO. NSMB Wii is basically, get through the level, and with the wide open spaces intentionally designed for multiplayer, it isn't too difficult. But oh, if you do want to make it harder, here's some coins and optional waggle stuff to do, that really doesn't have much to do with making the level harder, we just put it in for you.
Things like perfecting certain jumps, like in World 5 before the battleship where you had a scrolling platform level and fire shooting cannonball things trying to take you out at the same time adds a lot of tension and precision to the game. There's dozens of other example of these moments in the game.
I never felt that in NSMB Wii. I felt it was difficult at times, but not because of some ingenious level design, but because all it was, was a long obstacle course, many things relied on imprecise waggle maneuvers, and the game was made artificially more difficult by placement of optional coin collecting.
When I was looking for images for this comparison, I stumbled across a website that has full level maps from SMB3 and SMW:
and I realized that even my memory of SMW made the levels more complex than they actually are. NSMBWii and NSMB2's levels are more complex than SMW's in general. Nostalgia is really hurting these games. This whole hatred of NSMB level design makes no sense at all.
I feel like in general, the level design in NSMB Wii at least surpasses many of the levels in SMB3 and World. However, I feel like the older games handled secrets a lot better (particularly World.) Secret exits, secret paths, two secret areas... It made playing it feel as if the game was always keeping something from you, like you never knew if you really completed the game or if it could still yield more secrets. Hell, it wasn't until a few years ago I even knew about Soda Lake (due to the ridiculous way you have to unlock it.) Whereas today, I know exactly when I've seen everything in a New series game.
Nostalgia adds to this of course, particularly the actual feeling of mysteriousness and a larger world than I can comprehend when what's actually there is much smaller, but the point still stands that the games hid their secrets better, had more of them, and had better secrets to boot, which made exploring the game and investing a lot of time into it worthwhile.
Of course, nowadays if you can't find something, you look it up online in five minutes, so I guess maybe that isn't worth it? Even still, I think it is. I'm hoping NSMB U provides that feeling of "a bigger world" that I haven't felt in a 2D Mario since Yoshi's Island.
See, while I love SMW's map design, to me SMW always felt hollow compared to SMB3. Looking at these maps, I realize that it's in part because SMW's level design is actually LESS complex than SMB3's. Plus SMW is a much easier game. It has secrets, yeah, but when the levels themselves aren't really all that great...
Besides, how is how NSMBWii handles secrets any different, really? When you get a secret exit in NSMBWii you get awesomeness like this: http://www.youtube.com/watch?v=xJqXSlsnVHQ#t=2m10s
You get to skip from 8-2 to 8-airship through 8-7, even skipping a fort, and 8-7 is an amazing level. NSMB2's map design was a regression, but NSMBWii's map pretty much does what SMW did.
It was an ice level because it was actually much higher up... huh... I wonder if child Socreges ever noted that detail.Remember in World when you got to that one-off ice level overlooking the Valley of Bowser?
That's the kind of cool thing I miss.
Saw the screenshots
Super Mario World 2 is alive
My thoughts exactly. After reading GI, colour me officially hyped for NSMB2.
Also, Nintendoland is starting to seem like a worthwile standalone game to me. Which is good because I'm now fairly sure it will be.
Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
Not for me. In fact, I'm not even particularly fond of them, and I never liked SMW's aesthetic.Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
Yup, the Nintendoland games seem to be a lot more complex than the ones from Wii ____ titles.
Metroid looks like it could be a bunch of fun.
And I have to repeat myself: NSMBU looks great. The lighting looks fantastic and it's difficult to not get a SMW vibe from the screenshots. Looks way better than prior NSMB games, no discussion needed.
Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
I'm more hyped for the map system with branching paths, although it will be nice to get an HD Mario game after the glaring jaggies that have marred the visuals for a while now. Also, although I am not yet super hyped for NSMB U, what hype I do have is based much more on NSMB2's great level design than anything else. I'm hoping the competition between the NSMB2 team and NSMB U team leads to both being better overall products. It feels like they're loosening up a little bit now. There was a certain rigid formality to NSMB and to a lesser extent NSMB Wii that felt off imo. Here's hoping the Wii U version is feels as natural as its 3DS counterpart.Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
I've argued this before and nostalgia is a heavy factor in how people view the level design of SMB3 and SMW. There is very little complexity involved in the levels and honestly with a save system the same as current NSMBW they wouldn't be any harder either. NSMBW especially in the later levels has the most complex 2d design of the series.
Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
These threads have got to make you realize by now that a lot of what people talk about isn't level design when comparing old games to new. They just talk about general feelings and impact and blah blah blah. Whats more, I think comparing 70+ levels from one game to another is way to difficult for anyone just to do causally in their heads.
These threads have got to make you realize by now that a lot of what people talk about isn't level design when comparing old games to new. They just talk about general feelings and impact and blah blah blah. Whats more, I think comparing 70+ levels from one game to another is way to difficult for anyone just to do causally in their heads.
Nintendo has officially published the screenshots
I think it's save to post them now, right Niro? Eaty?
You picked like the only level in the whole game that does anything remotely like that. As awesome as it is, SMB3 had some awful level design decisions like those levels where you had to guess which doors to go through; like 7-Fort and 8-Fort.
I'm seeing the screens on an "official" Nintendo website, but they're definitely from the same online GI issue. It even has the page select dots at the bottom of some of the images.
I'm seeing the screens on an "official" Nintendo website, but they're definitely from the same online GI issue. It even has the page select dots at the bottom of some of the images.
Can we be honest here? 97% of the hype for NSMBU is because of the high-res backgrounds, some of which look vaguely like Mario World and shit.
Someone ordered the digital subscription at gamestop.com? I got a shipment mail but no mail with a link to the gameinformer issue or something similar.
Someone ordered the digital subscription at gamestop.com? I got a shipment mail but no mail with a link to the gameinformer issue or something similar.
Digital issue isn't out yet.