I think Mario Maker is so brilliant that even Nintendo themselves are surprising themselves with what can me made.
Like someone else already posted, Mario World's audio & visuals didn't even compare favorably to Sonic the Hedgehog, which released before it in North America. So I don't really see where you're coming from here.Huh? I remember SMW as mindblowing for 2D platforming when it was first released, to a large degree because of its pretty graphics and the sprite rotation/scaling it did. The game knows it too and keeps exploiting this functionality as the game progresses, especially for bosses. Look at the enemies too compared to the earlier Mario games. You have some pretty big enemies in this game compared to what came before, as well as enemies that took advantage of the hardware for no reason other than to look cool (the giant bubbles, for example).
Other game systems (and computers) at the time had no chance of pulling off the graphical stunts that SMW did.
I'm so conflicted on this
I love CP1 trolls and the like, but as somebody who plays the game give me a fucking restart at checkpoint option.
I'd argue that SMW is the only non-NSMB game that really has a "functional" aesthetic.Like someone else already posted, Mario World's audio & visuals didn't even compare favorably to Sonic the Hedgehog, which released before it in North America. So I don't really see where you're coming from here.
Almost all of the major NES & SNES Mario games have a perfectly functional but not exceptional aesthetic. I never really understood why the NSMB series got so much flak for having the same exact thing.
I'd say "not really"* but with the game based around touch support, I'd say yeaGreat observation! Touch prettymuch confirmed?! The game wouldn't be the same without it.
I never really had the same impression. Mario & Luigi's sprites were less colorful than in SMB2 USA, there were weird aesthetic choices all over the place (power-up silhouettes in the sky, a starry background for underground caves), and plenty of glitchy behavior for both visuals (discolored sprites at the horizontal scrolling edges) and audio (some of the most egregious cases of sound effects cutting into the music channels that I can remember) were abound. At times it felt like it was trying to do more than what the NES could properly handle. I actually prefer the look and sound of SMB1 overall for that reason.
Like someone else already posted, Mario World's audio & visuals didn't even compare favorably to Sonic the Hedgehog, which released before it in North America. So I don't really see where you're coming from here.
Almost all of the major NES & SNES Mario games have a perfectly functional but not exceptional aesthetic. I never really understood why the NSMB series got so much flak for having the same exact thing.
I might take you up on that offer! The little map that shows where people died on your level was one of the most useful features of the first game for me, and the one time I got someone to play a level of mine on stream it was very educational for me. I really hope they'll have a feature in this game that will let you view a full replay of at least the last person who attempted your level.when this releases id be happy to playtest some levels, i got a capture card so i can upload the footage of me playing the full level too.
seeing how other people play your level makes you see all the improvementns you can make. thats why i always tried going around streams and posting my level so i could get feedback
Well, for one I like annoying people, so that's one reason in favour of NSMB theme.Who will want to keep doing/playing levels with the monotone NSMB theme now that the awesome and way more cool looking Super Mario 3D World theme is introduced? I'm not going to touch the NSMB theme at all once this game hits tbh.
Who will want to keep doing/playing levels with the monotone NSMB theme now that the awesome and way more cool looking Super Mario 3D World theme is introduced? I'm not going to touch the NSMB theme at all once this game hits tbh.
I might take you up on that offer! The little map that shows where people died on your level was one of the most useful features of the first game for me, and the one time I got someone to play a level of mine on stream it was very educational for me. I really hope they'll have a feature in this game that will let you view a full replay of at least the last person who attempted your level.
Oh, I remember playing that level! Had a great time sitting down with it and sussing out its mystery. I'm pretty sure I downloaded it afterwards, actually, because I wanted to see its inner workings. It must have been a lot of fun to observe people playing it.yeah
in the first game i made this level:
and there were many small improvements that i figured out by watching how people played the thing
(mechanics spoilers)
since the gimmick of the level is that there are rooms that look the same when you go through a door, I added coins so the players could potentially use them to guide themselves picking coins in one version of the room and leaving them in another.
also there was one hidden path that ended with a long string of those plants that you can only walk on with the kuribo shoe, originally the exit part of that path was open but people atempted to go through it using the damage invul from getting hit, so i had to put some 1 way blocks to stop them from attemping that as that but still make them wonder what was on the other side.
there was one type of sequence breaking that went against the spirit of the level, so i made sure to make it harder. you have to be way more precise to do it so less people will suspect is posible
The announcement of Super Mario Maker 2 further confirms that Nintendo is DONE with traditional 2D Mario games. I don't think we will see another 2D Mario game for a loooong time.
Oh, I remember playing that level! Had a great time sitting down with it and sussing out its mystery. I'm pretty sure I downloaded it afterwards, actually, because I wanted to see its inner workings. It must have been a lot of fun to observe people playing it.
Oh neat, it's great how a level will sometimes take on a form you hadn't originally considered once you start putting it to paper. That or experimenting with something while making one level will inspire your next. I often had several WIP levels waiting at once because of that.yeah! it was my favorite to watch people playing, some people figured it out super fast and loved it, others took too long and a few got bored haha
the thing is that i didnt set to create this level in that way, my idea was just making a small world/giant world parallel with doors and pipes, where going through a door or pipe will get you to a similar place but with giant or regular koopas and sometimes you would need to switch areas to progress
ended up changing it to a hanuted house because the smb3 above ground background with clouds was getting in the way of the illusion, then removed the giant koopas because it made more sense as a puzzle stage
You can still see the 9 tiles of breakable blocks between rooms that you were suposed to destroy with a giant koopa! in the final version you are supposed to remove them with a p switch
i loved iterating over the idea by myself and then doing the final adjustments by watching others play, thats why i want to help other people to figure out how to improve their levels too
Yes, sharing the course ID works. There's also an official site that you can link to your game and add levels to your queue with a click on your PC or whatever. For example, here's all my levels.What is the easiest way to share levels in the first game? Give someone my user ID or something? How do I share levels to anybody on here or a friend, so that they can play all my levels?
Well, for one I like annoying people, so that's one reason in favour of NSMB theme.
As for other reasons, we gotta wait and see. It's possible there's going to be some cool thing that Nintendo will make exclusive to it.
It's used for speedrun levels because of the interesting tech it adds to speedrun type levels that the other themes don't have. 3D world will depend on how they do the physics and if the cat momentum will be in it. Though I'm sure 3d will end up picking up it's own motif.
Agree......and that is no compliment to nsmb.Super Mario World resembles a cartoon. NSMB resembles a CG sunday morning cartoon.
Even 12 years ago I have always felt it to be a very bland and uninspired look.Personally, I find the NSMB style to be a great translation of the Mario look to 3D, mostly the World look, but with some SMB3 inspiration (how much of which depends on the individual entry.) And, if course, managing to keep the style and add flair with things like much smoother animations, all while still managing to keep the gameplay fluidity of the 2D games. Most 3D/2.5D takes off 3D games don't manage to pull that off flawlessly, there's always something off.
...Theoretically. As we've been through earlier in this thread, the SMM implementation of the NSMB style isn't a very good one at all, so a lot of the fluidity and flair is just missing.
Man, you guys, I'm just so excited for this, and excited for the people who missed the first game.
Who will want to keep doing/playing levels with the monotone NSMB theme now that the awesome and way more cool looking Super Mario 3D World theme is introduced? I'm not going to touch the NSMB theme at all once this game hits tbh.
Once you play you will realize it doesn't cheapen the franchise......it enhances and unlocks its true potential.I never played Mario maker 1 but I'm kinda hyped to try this one, but one thing still bothers me ever since Mario maker 1 was announced
Does anyone feels like this cheapens the Mario franchise? don't know if others feel like this but i feel like Nintendo should be the only ones that make Mario games. Just random people making levels cheapens it to me for some reason idk why
And with this game why would Nintendo ever need to make another 2d Mario again? Why don't they just keep making their own levels with this? i don't want this to happen but I see it as a possibility
Last thing is how overwhelming is it to have all of these created levels to choose from? do you just keep playing levels with no specific rewards or goals to gain as you play them? Is there some kind of monthly or weekly levels chosen by Nintendo that Nintendo recommends or challenges?
Would be nice, but I think you're underestimating the number of people who take one look at this and go "but I don't wanna make anything!" before writing it off entirely.I think they will be incredibly close, with Mario Maker just slightly edging it out.
Think we are looking at two potential 25m+ sellers here.
Not going to @ them because I don't want to pressure them, but I keep reloading GameXplain's YT channel waiting for their analysis.
Would be nice, but I think you're underestimating the number of people who take one look at this and go "but I don't wanna make anything!" before writing it off entirely.
Haha, true. I honestly doubt they will find anything new tho.Every time I see this thread bumped I hope it's their video haha
Expecting no less than 35 minutes.
Oh neat, it's great how a level will sometimes take on a form you hadn't originally considered once you start putting it to paper. That or experimenting with something while making one level will inspire your next. I often had several WIP levels waiting at once because of that.
People say they don't want to make anything because they have no ideas, but honestly once you get your hands on the editor it's hard to not start getting ideas.
Yes, sharing the course ID works. There's also an official site that you can link to your game and add levels to your queue with a click on your PC or whatever. For example, here's all my levels.
There is only one ice theme background for smb3 and it fucking sucks imho.
The desert theme is very faithful, so I fear the ice theme.
Those little cactus are probably one of the three(?) little decoration things.
RagnarokX's Super Duper Super Mario Maker 2 Analysis:
Themes:
Ground:
SMW3DW
Underground:
SMW3DW
Desert:
SMB33DW
Underwater:
3DW
Ice:
NSMBU
Jungle:
SMWNSMBU
3DW
Airship:
SMBSMB3
3DW
Ghost House:
SMW
Of particular interest: the NSMBU backgrounds are new. In NSMBU all of the ice levels were night-time:
However in Mario Maker it looks like this:
The trees are the only thing from NSMBU.
The NSMBU Jungle one is really weird. The starry background is completely new.
Based on these two, ESPECIALLY the NSMBU Jungle part, I'm thinking that each theme has multiple backgrounds you can choose.
This is a different background from the one used in SMM1's SMW ghost houses:
SMM1:
Possibly another example of custom backgrounds
Furthermore, you can add water to levels. This has only been shown in the Jungle theme:
...however I imagine you'll be able to add water to any theme.
Of particular note is that there is no poison swamp water in these examples. Does this mean that stuff like water, poison, and lava can all be toggled?
Okay, so new stuff:
I think the car will replace yoshi in 3DW.
I wonder if Mario can go through red pipes and if they shoot him out like a cannon.
It appears that you won't be able to switch as freely between the styles as you could in the first game. At least perhaps not with 3D World specifically...
SMW style has 4 wheels worth of enemies (the 4 dots under the enemies tab indicates how many wheels)
But 3DW only has 3 wheels worth of enemies:
People were wondering what is under the key tab, but you can see one if its wheels on the left here:
The yellow key wheel contains things like tracks, coveyor belts, 1 way walls, fire bars, snake blocks, and on/off switches. It likely has more than one wheel.
When placing an object, a menu will pop up showing you all of the options that object has. This shows that piranha plant can be normal, fire, big, winged, and/or parachute. This likely is an option to shaking or giving the objects items to transform them.
The left sidebar:
From top to bottom:
- style
- theme (underwater)
- next to that is a greyed-out icon that looks like a boat. I think this is used to add water to levels.
- camera
- next to that is a feather (more on that later)
- time limit
- goal: it appears you can customize an objective. In this example they've made the goal collecting 100 coins.
- red and green character button: character or multiplayer toggle?
- ghost trail
You can make custom autoscrollers that move in multiple directions. Here we see that feather icon has lit up and is the custom scroll button. Also, the camera button turned into a bird.
I believe that you can change the scroll speed at each point by clicking the > and >>. In this example it moves at > speed until it reaches bird 2 and then speeds up.
Regarding vertical levels, I think this is the case, but we can't say for certain from this footage. The screen never scrolls far enough vertically in any of the scenes to say for sure that they go higher than 2 screens like in the first game.
Mario, Luigi, Toad, and Toadette appear to be playable. I wonder if they have different attributes. I think that's what the red/green person toggle is for.
The boat from Mario Paint:
If the characters at least had expressions and more interesting lightning/animation sure, but you have Mario doing the same static face during the whole games unless he dies or beats the level. It might have worked on the DS, but at HD it's too noticeable.Personally, I find the NSMB style to be a great translation of the Mario look to 3D, mostly the World look, but with some SMB3 inspiration (how much of which depends on the individual entry.) And, if course, managing to keep the style and add flair with things like much smoother animations, all while still managing to keep the gameplay fluidity of the 2D games. Most 3D/2.5D takes off 3D games don't manage to pull that off flawlessly, there's always something off.
...Theoretically. As we've been through earlier in this thread, the SMM implementation of the NSMB style isn't a very good one at all, so a lot of the fluidity and flair is just missing.
There is only one ice theme background for smb3 and it fucking sucks imho.
The desert theme is very faithful, so I fear the ice theme.
Those little cactus are probably one of the three(?) little decoration things.
I agree. The amount of attention Maker 2 will get in streaming, YouTube, social media.....etc is going to blow it up. I think a lot of 30/40 somethings that grew up on Nintendo and don't currently game will be sucked back in by this.I think they will be incredibly close, with Mario Maker just slightly edging it out.
Think we are looking at two potential 25m+ sellers here.