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RagnarokX

Member
Oct 26, 2017
15,782
OVlN6kA.png


👀
Weird... doesn't look anything like SMB3's ice blocks. Looks like a grey ground block. I wonder if it's a Story Mode specific object like the toad escorts probably are.
 

RepairmanJack

Member
Oct 27, 2017
7,150
Weird... doesn't look anything like SMB3's ice blocks. Looks like a grey ground block. I wonder if it's a Story Mode specific object like the toad escorts probably are.

"Collect concrete for the castle." I could definitely see that.

Though the idea that they'd have the mechanic of carrying 'blocks' in but not include throw blocks of some sort would be irritating. I get that it's in for 3Dworld, but if they did it with just that theme that'd be a different story. Also easier to be fine with throw blocks not being included.
 

louisacommie

Member
Oct 25, 2017
17,571
New Jersey
I wonder why 3d world has so many exclusive blocks

when blocks that turn on and off on a timer and plays a sound to indicate the shift should be pretty easy to add to evrey style
 

KeRaSh

I left my heart on Atropos
Member
Oct 26, 2017
10,257
Didn't Mario Maker 1 have a few weeks of pre-release access for some Youtube creators where they were able to show off the game leading up to the release?
I wish we would get something like that again for SMM2. I remember watching those videos religiously because I was so hyped for the game... I need more content to hold me over until this releases.
 

MondoMega

One Winged Slayer
Member
Jan 10, 2018
47,474
Do we know if the state of the level is shared among all players in multiplayer?

By that I mean that for example if one player presses an On-Off switch, it will be triggered for everyone?

If this is true, wouldn't this allow troll levels with contraptions that only allow one player to continue?
We see On/Off Blocks used for a multiplayer-only puzzle during the Direct. It's safe to say that they are universal.
 

CaptainMatilder

Certified FANatic
Member
May 27, 2018
1,868
Whats up with the different backgrounds of the SMW ghost house theme?

2b36f214fd1284751b25585d40fd247d.png

The night mode one.

f9ec406bede5fc842d7ab7cc7f2991e2.png

The normal one.

a0217100a8439faaa3215e90306feb47.png

The ??? one.

So either certain themes have a different background if your subworld is vertical or the subworld per se has a different background?
 

r_n

Member
Oct 25, 2017
12,534
Whats up with the different backgrounds of the SMW ghost house theme?

2b36f214fd1284751b25585d40fd247d.png

The night mode one.

f9ec406bede5fc842d7ab7cc7f2991e2.png

The normal one.

a0217100a8439faaa3215e90306feb47.png

The ??? one.

So either certain themes have a different background if your subworld is vertical or the subworld per se has a different background?
Could also be a beta element. That was just from the first trailer, right? Has any other footage had that specific coloring?
 

r_n

Member
Oct 25, 2017
12,534
Didn't Mario Maker 1 have a few weeks of pre-release access for some Youtube creators where they were able to show off the game leading up to the release?
I wish we would get something like that again for SMM2. I remember watching those videos religiously because I was so hyped for the game... I need more content to hold me over until this releases.
My favorite of those features was probably Jeremy Parish's articles, where he really worked through the logic of what to do and use each day's new parts. I hope that happens again
 

Neiteio

Member
Oct 25, 2017
24,135
Anyone know what the white bar is running across the surface of the lava in this screenshot from the press kit?

Switch_SuperMarioMaker_ND0515_screen_04.jpg
 

r_n

Member
Oct 25, 2017
12,534
So the castle's night effect is low-gravity?
Since he's swimming we're thinking it's basically underwater but without, uh, the water. Maybe everything else uses standard physics except you? We need to see it in motion

Sky seems to have proper low gravity applied to everything, Ground has floating goombas (maybe more?)

Like I said in reply to ragnarok when he posted that I feel like they had an idea for a "Space" theme but spread those ideas across the Night variants instead.
 

Richietto

One Winged Slayer
Member
Oct 25, 2017
22,993
North Carolina
Kinda disappointing 3D World was beautifully recreated for 2D gameplay but they couldn't even make the New theme more in line with the actual game it comes from. Its not great looking to begin with but it not being at the proper fidelity makes it worse.

Edit: Nevermind Im a dummy.
 

r_n

Member
Oct 25, 2017
12,534
Kinda disappointing 3D World was beautifully recreated for 2D gameplay but they couldn't even make the New theme more in line with the actual game it comes from. Its not great looking to begin with but it not being at the proper fidelity makes it worse.

Also, is there no slopes in 3D World??? Why???
3d world does have slopes?
 

BowieZ

Member
Nov 7, 2017
3,975
Since he's swimming we're thinking it's basically underwater but without, uh, the water. Maybe everything else uses standard physics except you? We need to see it in motion

Sky seems to have proper low gravity applied to everything, Ground has floating goombas (maybe more?)

Like I said in reply to ragnarok when he posted that I feel like they had an idea for a "Space" theme but spread those ideas across the Night variants instead.

But what I want to know is... I was under the impression night themes and other theme elements were exclusive to their respective day themes.

For example, apparently only for the Forest (day version) theme, can you add rising water levels, and thus only in this scenario would the water turn into purple poison water, when applying the night effect.

Therefore, for the Sky (day version) theme, the night effect is low-gravity (which is implied by that screenshot), but I was under the impression the Sky theme wouldn't also allow you to place lava. I mean, that screenshot could be the Castle theme, as I said, which would explain the lava we see in the image, but not the background or the apparent low-gravity effect.

And that same logic applies whether it's the Underwater theme or the Sky theme, as you suggest.
 

r_n

Member
Oct 25, 2017
12,534
But what I want to know is... I was under the impression night themes and other theme elements were exclusive to their respective day themes.

For example, apparently only for the Forest (day version) theme, can you add rising water levels, and thus only in this scenario would the water turn into purple poison water, when applying the night effect.

Therefore, for the Sky (day version) theme, the night effect is low-gravity (which is implied by that screenshot), but I was under the impression the Sky theme wouldn't also allow you to place lava. I mean, that screenshot could be the Castle theme, as I said, which would explain the lava we see in the image, but not the background or the apparent low-gravity effect.

And that same logic applies whether it's the Underwater theme or the Sky theme, as you suggest.
Sorry if I said it in the wrong way but that screenshot I agree is for Night Castle. We know that because of the lava and because we've seen Night Sky and that low gravity effect is actual low gravity,

I was listing out Sky & Ground as contrasts to the swimming in air functionality that Night castle seems to bring

Incidentally we've seen Night Underwater and weirdly it seems to have the same effect as Night Ghost House: It darkens your surroundings except a ring of light around you (/some other things).
Which is unusual since all the other Night effects are distinct from one another. Makes me think that there's some other gimmick in addition to the darkness for either of them.

Ground: Floating goombas
Underground: Upsidedown
Underwater: Darkness lit up by you (maybe more?)
Castle: Seems to be swimming through the air?
Ghost House: Darkness lit up by you (maybe more?)
Airship: Only one we haven't seen.

Desert: Periodic (?) sandstorms/wind
Snow: Super slippery ground
Forest: Poison water
Sky: Low Gravity
 
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RagnarokX

Member
Oct 26, 2017
15,782
Made a new discovery. I noticed something in the background of NSMBU night underwater before but didn't investigate it until now. Turns out night underwater might be more interesting than just turning dark:

After the lights go out, a cheep chomp appears in the background staring at Mario for a while before swimming to the left side. The footage cuts out there:
nIMAxTS.gif


I'm thinking that after a few seconds cheep chomps start spawning from the left side of the screen and chase Mario.

Cheep Chomp in NSMBU:
 
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r_n

Member
Oct 25, 2017
12,534
Made a new discovery. I noticed something in the background of NSMBU night underwater before but didn't investigate it until now. Turns out night underwater might be more interesting than just turning dark:

After the lights go out, a cheep chomp appears in the background staring at Mario for a while before swimming to the left side. The footage cuts out there:
nIMAxTS.gif


I'm thinking that after a few seconds cheep chomps start spawning from the left side of the screen and chase Mario.
uhhh I think I'm a bit blind here, where's the cheepchomp?
 

r_n

Member
Oct 25, 2017
12,534
In the background. It's behind the row of ? blocks staring towards Mario, then turns left and swims off screen.
Ok I had to disable flux for this, it was so dim I couldn't see it. Now it's clear as day. That's pretty interesting

Assuming it's not just a spooky background detail, maybe the way it works is there's cheepchomps that can spawn in the background and if you see them then they will spawn




Cheep Chomps being exclusive to one theme's night version is kind of dumb.....
 

RagnarokX

Member
Oct 26, 2017
15,782
Ok I had to disable flux for this, it was so dim I couldn't see it. Now it's clear as day. That's pretty interesting

Assuming it's not just a spooky background detail, maybe the way it works is there's cheepchomps that can spawn in the background and if you see them then they will spawn




Cheep Chomps being exclusive to one theme's night version is kind of dumb.....
I don't think they're exclusive to NSMBU. I think NSMBU just includes a neat easter egg before they start spawning.

SMB3 can use a big bertha sprite for it. SMW and SMB1 would need new sprites.
 

r_n

Member
Oct 25, 2017
12,534
I don't think they're exclusive to NSMBU. I think NSMBU just includes a neat easter egg before they start spawning.

SMB3 can use a big bertha sprite for it. SMW and SMB1 would need new sprites.
Theme, not style. Cheep Chomps should be in standard underwater theme & forest, too, but alas.

I could see SMW basing of YIDS' cheep chomp
BigCheepCheep_YIDS.png



They should base SMB1 off M64
Bubba.png


bubba's grand return
 
Mar 9, 2018
3,766
I just had to look up Cheep Chomp and Big Bertha. They look like they're supposed to be the same thing but Mario Wiki pretends they are different.
 

RagnarokX

Member
Oct 26, 2017
15,782
Theme, not style. Cheep Chomps should be in standard underwater theme & forest, too, but alas.

I could see SMW basing of YIDS' cheep chomp
BigCheepCheep_YIDS.png



They should base SMB1 off M64
Bubba.png


bubba's grand return
Well, bubba was technically the origin of Cheep Chomp. In Super Mario 64 DS they updated Bubba's design to this:
Iki7pqS.png

And then NSMB DS reused a lot of enemy models from SM64DS:
nuRW84R.png

They just recolored him purple and teal and Cheep Chomp was born.

The way I see it, since they infinitely respawn, they're different from other enemies. So making them a theme hazard makes sense.

I just had to look up Cheep Chomp and Big Bertha. They look like they're supposed to be the same thing but Mario Wiki pretends they are different.
They are different.

Big Berthas swim left and right right spitting out baby cheep cheeps. They don't chase Mario. They can eat Mario but he has to swim into their path.
cDHSxTk.gif


Cheep Chomps chase Mario relentlessly. Any blocks or enemies they touch get destroyed. When they get close to Mario they lunge forward and try to eat him. They can be used like a matador with a bull to bait them into attacking Mario to break open walls of blocks to let Mario through. When you kill one, another takes its place after a few seconds.
 
Last edited:

KeRaSh

I left my heart on Atropos
Member
Oct 26, 2017
10,257
Made a new discovery. I noticed something in the background of NSMBU night underwater before but didn't investigate it until now. Turns out night underwater might be more interesting than just turning dark:

After the lights go out, a cheep chomp appears in the background staring at Mario for a while before swimming to the left side. The footage cuts out there:
nIMAxTS.gif


I'm thinking that after a few seconds cheep chomps start spawning from the left side of the screen and chase Mario.

Cheep Chomp in NSMBU:

Great find! It's a nice detail, even if it turns out to be just a background effect. I wouldn't bet money on this being a confirmation that we'll get a Cheep Chomp but I'd welcome it.
If this turns out to be true we could be in for more surprises. Night Castle theme seems boring if it's just swimming physics. I'm hoping that also has a secret up its sleeve!
 
Mar 9, 2018
3,766
Well, bubba was technically the origin of Cheep Chomp. In Super Mario 64 DS they updated Bubba's design to this:
Iki7pqS.png

And then NSMB DS reused a lot of enemy models from SM64DS:
nuRW84R.png

They just recolored him purple and teal and Cheep Chomp was born.

The way I see it, since they infinitely respawn, they're different from other enemies. So making them a theme hazard makes sense.


They are different.

Big Berthas swim left and right right spitting out baby cheep cheeps. They don't chase Mario. They can eat Mario but he has to swim into their path.
cDHSxTk.gif


Cheep Chomps chase Mario relentlessly. Any blocks or enemies they touch get destroyed. When they get close to Mario they lunge forward and try to eat him. They can be used like a matador with a bull to bait them into attacking Mario to break open walls of blocks to let Mario through. When you kill one, another takes its place after a few seconds.

Wow. You cleared that up quick and better than the Wiki!

61xATIIZycL._SY355_.jpg
 

BowieZ

Member
Nov 7, 2017
3,975
I'm gonna be quite disappointed if the Super Mario 3D World style has none of the special night effects. Or even a standard sky or airship theme.

I know it's asking too much, but can you imagine how awesome it would be to have even a handful of the following themes, too, plus the ability to choose special effects like sandstorms, darkness, or low gravity...

Imagine the cornucopia of thematic/design possibilities.

Classic sky:

800px-WiiU_SM3DW_10.01.13_Scrn10.png


Rocky sky:

800px-FloatingMinesSM3DWorld.jpg


Ruins:

800px-SpikesLostCity.png


Temple:

800px-SM3DW_King_Ka%27Thunk%27s_Castle.png


Beach:

800px-WiiU_SM3DW_10.15.13_Scrn06.png


Savannah:

800px-WiiU_SM3DW_10.01.13_Scrn09.png


Cake desert:

800px-WiiU_SuperMario_scrn09_E3.png


Cherry blossom:

800px-WiiU_SM3DW_10.01.13_Scrn15.png


Fairy:

800px-WiiU_SM3DW_Rosalina_02.png


Shipwreck:

800px-SM3DW_Spooky_Seasick_Wreck.png


Dojo:

800px-WiiU_SM3DW_10.15.13_Scrn26.png


Castle outdoors:

800px-WiiU_SM3DW_10.01.13_Scrn13.png


Dungeon:

800px-SM3DW_Backstreet_Bustle.png


Blue lava castle:

Firebrosfort.jpg


Doomsday:

800px-Bowser_Mobile_Battle.png


Super Mario Kart:

800px-SM3DW_Road.png