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Post by Dances in Undergarments on Jun 16, 2009 7:04:15 GMT -5
Having demo play beat shitty parts of otherwise good games sounds good, but it would be better to just... you know... not put shitty parts in good games? Because that'll never happen, unfortunately.
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Post by Manspeed on Jun 16, 2009 8:28:40 GMT -5
And here I thought linking to the Game Overthinker on this matter would set the record straight.
X(
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Post by Wildcat on Jun 16, 2009 9:00:08 GMT -5
Feh. I had some spark of an argument, but I'm going to drop it for now. I suppose there's a reason I rarely post in the actual Nintendo threads these days...I get too fired up from what I read here.
Well, I guess I'll talk to TEi at DeviantArt and LVLs., then...miss you too, my friend.
Fry - No shitty parts in games = win. It'd also erase the need for this feature = double win! That's another concern I have about this demo play...but, as you say, it is a bit early to know exactly how this'll work. I just don't like the principle of the thing.
Man-Frog - That was really uncalled for.
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Post by Manspeed on Jun 16, 2009 11:34:52 GMT -5
I'm gonna have to go out on a limb and say my delivery/timing was way off and/or nobody here likes the Game Overthinker. I should've just kept my big mouth shut.
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Post by Boo Destroyer on Jun 16, 2009 12:21:34 GMT -5
...
...
...Yes, yes. That's the last of that. Let's get back to what this topic is for.
World maps should be more dynamic this time. Anyone remember any locked doors in SMB3? There could be locked gates like these in the maps, but with keys to find in certain levels to unlock them.
Did anyone else like the bosses in NSMB on the DS? This time, they (and just a few more from SM64DS/MKDS, if you ask me) could be, shall we say, "hidden bosses" who are hidden well in certain levels and carrying the keys to these gates on the map. Once defeated at their appointed places, they drop the keys for you to use on gates on the map.
Also, if they're gonna use the same kinds of worlds from the DS NSMB, then World 4 (Forest) should be some sort of pipe-maze world, map-wise (map pipes were only in worlds 2 and 5 before) in an effort to retain the spirit of SMB3's Pipe World. And maybe the Giant World gimmick can be handed down to the World 6 (Mountain).
On a side note, do you think the multiplayer mode from the DS version (Mario vs Luigi) will be retained here, but for four players? Or is it being in the main game enough?
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regiwi
Pikpik Carrot
Make sure you get my good side... oh wait, I only have good sides!
Posts: 53
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Post by regiwi on Jun 16, 2009 14:37:51 GMT -5
... ... ...Yes, yes. That's the last of that. Let's get back to what this topic is for. World maps should be more dynamic this time. Anyone remember any locked doors in SMB3? There could be locked gates like these in the maps, but with keys to find in certain levels to unlock them. Did anyone else like the bosses in NSMB on the DS? This time, they (and just a few more from SM64DS/MKDS, if you ask me) could be, shall we say, "hidden bosses" who are hidden well in certain levels and carrying the keys to these gates on the map. Once defeated at their appointed places, they drop the keys for you to use on gates on the map. Also, if they're gonna use the same kinds of worlds from the DS NSMB, then World 4 (Forest) should be some sort of pipe-maze world, map-wise (map pipes were only in worlds 2 and 5 before) in an effort to retain the spirit of SMB3's Pipe World. And maybe the Giant World gimmick can be handed down to the World 6 (Mountain). On a side note, do you think the multiplayer mode from the DS version (Mario vs Luigi) will be retained here, but for four players? Or is it being in the main game enough? Well I'd say that I think really the extra multiplayer would seem kinda redundant, to me at least as it's really not that different from the main game except the grab the coins (that was it right) objective and the level being much smaller. Like the keys idea. Would beat the DS's grabbing coins to pay random signposts idea. As for the worlds, I'd like to see Pipe Land and Giant Land reappear (although Pipe Land should always be the later stage in my eyes due to the frustration it causes trying to find your way through the map alone.) That said I think many people would feel it's unoriginal and a rehash using the same worlds, so I guess it should be two completely different places. My personal choice would be City Land (as I don't believe there have been any city stages in a 2d mario game, excluding DK vs Mario series) and Space land (no, not using galaxy's gravity, but I like the idea of having various asteroids which have different environments, like going from a Ice asteroid to a quicksand filled one to a lava one. Also if they could fit the Doomships into a space level it would be awesome too.)
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Post by Koopaul on Jun 16, 2009 14:59:11 GMT -5
What about a Toy World?
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Post by The Qu on Jun 16, 2009 15:06:27 GMT -5
A Toy World in the vein of the Mario Zone or Toy Time Galaxy would be awesome. I imagine it would look like the toy level in that old Mickey Mouse game, Castle of Illusion.
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Post by Boo Destroyer on Jun 16, 2009 17:00:03 GMT -5
Of course, levels this time will have to exhibit the occasional "insane gimmick". Such as walking on the ceilings of certain places, if gravity allows. Among many others. And I'm talking stuff like what all the NES Mega Man games have done.
Space World. That just made me think of the Space Zone from SML2: 6 Golden Coins. Just low gravity all about.
Just as long as there's more than 8 worlds this time.
......Also, what is it with Nintendo and the number 8 anyway? Anyone ever noticed this a lot in many of their games like these?
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Post by kirbychu on Jun 16, 2009 17:15:20 GMT -5
Of course, levels this time will have to exhibit the occasional "insane gimmick". Such as walking on the ceilings of certain places, if gravity allows. The first game already did that, y'know. It was pretty much the entire focus of the game, actually.
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Post by Boo Destroyer on Jun 16, 2009 17:27:06 GMT -5
What level was like that in the DS version?
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Post by kirbychu on Jun 16, 2009 17:35:47 GMT -5
Aw dang, I thought this was the Galaxy 2 thread. Shame on me! I just can't handle two new Mario platformers coming at once. It's unheard of!
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Post by Boo Destroyer on Jun 16, 2009 17:38:44 GMT -5
A 2D platformer and a 3D platformer together, no doubt! This causes much excitement! ;D
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Post by Koopaul on Jun 16, 2009 17:48:59 GMT -5
Yes I too am excited. My pals are really eager to get to play NSMB together. Its actually something we used to dream about.
So there's a cheat option. I'm willing to overlook that for this awesome 4-Player Mario experience.
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Post by Fryguy64 on Jun 16, 2009 18:10:44 GMT -5
Did anyone else like the bosses in NSMB on the DS? This time, they (and just a few more from SM64DS/MKDS, if you ask me) could be, shall we say, "hidden bosses" who are hidden well in certain levels and carrying the keys to these gates on the map. Once defeated at their appointed places, they drop the keys for you to use on gates on the map. Actually, now that you mention it, this question may actually tie together the two threads of conversation. Bowser aside, I remember two bosses clearly from NSMB... the Pokey Mummy and the Lightning Lakitu. They have stuck with me... and I know why. You have to beat them as Mini Mario to get the secret exits to the next worlds. Which again highlights the importance of a challenge. A boss you just beat to move on is ultimately forgettable. A boss that causes you grief before you can overcome it? That sticks with you as an important moment, and that is why challenge is important. It's probably true of other games as well. Off the top of my head, all bosses in memory are those that were challenging or terrifying in some way. What about the Nightmare in Metroid Fusion? Or Blind from A Link to the Past? Or Naval Piranha from Yoshi's Island?
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