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Larryb posted:So what happens if you die with less than 10 coins on hand then? Do you just restart the level? You spiral into debt and eventually peaches castle gets repossessed
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# ¿ Oct 14, 2017 14:04 |
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# ¿ May 16, 2024 18:53 |
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I'd love to return to Delfino Isle in Odyssey, as sunshine is my favorite mario. Not really expecting it to happen tho. I'm sure we'll get a couple of nice references and that'll be that. totes going to revisit Peach's Castle though! I hope we can go inside.
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# ¿ Oct 17, 2017 15:26 |
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3D Land/World are excellent games, but I feel like if Nintendo continued in that style it would suffer from the same diminishing returns as the NSMB series.
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# ¿ Oct 18, 2017 09:57 |
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TFRazorsaw posted:I'd say that the "diminishing returns" on NSMB are due to the fact the Wii U didn't sell well to begin with. Even then, NSMBU was one of the system's most successful games, and Mario Maker is essentially an installment of the series because it uses NSMB's overall gameplay. The NSMBs have all been fine games, but surely it's time for something different. There was a time when every Mario was drastically different. I want something as weird as Mario Land 2 again.
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# ¿ Oct 18, 2017 16:06 |
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Jesus dude, we know they only made 4 of them, the fact that they wore out their welcome by the 3DS/WiiU installments says a lot about how bland these games are. I have played them all and enjoyed them a lot, but those last two felt like level packs. You can only release the same game so many times.
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# ¿ Oct 18, 2017 18:33 |
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CharlieFoxtrot posted:Because of a conversation in the general chat thread, I stumbled upon the old Donkey Kong cartoons where Mario (voiced by Peter Cullen) owned a circus and was trying to recapture his
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# ¿ Oct 21, 2017 16:01 |
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Iirc from other previews Cappy tells Mario they can find a working airship in 'the next kingdom over' so I guess there must be some other way to travel between Cascade and Bonneton? Are they functionally the same kingdom? does Bonneton have it's own purple currency? I don't remember seeing it yet
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# ¿ Oct 21, 2017 19:10 |
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What time does the preload unlock? will I be able to play at 00:01 BST?
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# ¿ Oct 26, 2017 20:44 |
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oh gently caress midnight unlock baby! I guess the preloading doesn't require the shop to update, it just checks the date!
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# ¿ Oct 27, 2017 00:18 |
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s.i.r.e. posted:I can't even pull off the circular cap throw when doing the exact same motions as the game shows you. It literally just doesn't work for me. They're bad and I'm glad you can turn them off. So far the motion controls are the only thing I dont like about SMO. This poo poo was fine in Galaxy because it only did one thing. Thankfuly most of the motion exclusive moves are garbo. The homing hat is really fucken good though, it really extends cappy's range. Thankfully its the easiest to activate. Also thanks to the guy who posted about cap jumping out of a dive. You can chain it with long jumps and it rules!
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# ¿ Oct 27, 2017 20:42 |
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Megasabin posted:Can you explain how to do this? To do a dive you press Y after initiating a ground-pound. You have to press it as Mario spins in the air, before he falls. To do a cap jump out a dive you need to throw the cap beforehand and keep holding Y after you start the dive. You need to be quick, as you can't hold Cappy in place as you have to release Y to activate the dive. In practice what you do is press Y to throw your cap in mid-air then immediately tap ZR/ZL and then hold Y a split second later. You can pull this off in any situation where you can ground-pound, and while hitting a wall while diving will bonk you, hitting a wall with the cap-jump wont, so you can grab ledges and wallkick out of it too.
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# ¿ Oct 27, 2017 21:56 |
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GreatGreen posted:There are enough unbound or redundant buttons on the controller that all functions could easily be mapped to buttons or button combos if Nintendo wanted. However, the Spin Jump has been in every Mario since Sunshine, and spinning the stick is about as awkward as jerking the controller(s) sideways so it feels like a good alternative to me. That you can spin-cap throw from a spin should definitely have been mentioned in the action guide!
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# ¿ Oct 27, 2017 22:12 |
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Honestly if you are complaining that moves you find difficult aren't tied to single button presses you're also arguing against an action game having a high skill ceiling.
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# ¿ Oct 27, 2017 22:32 |
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GreatGreen posted:That I disagree with. I think the difficulty in action games should come from the challenge of your character navigating through the world he's in, not from the challenge of you communicating your intentions to the character. ImpAtom posted:I genuinely don't think Mario should have a high skill ceiling for actual move execution, no. Platformers I think work best if the execution requirement is in the platforming, not pulling off the moves. High action game skill ceiling requirements tend to work best for combat-heavy games where pulling off the combos and stringing them together is a major part of the game
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# ¿ Oct 27, 2017 23:08 |
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GreatGreen posted:No, I'm saying that the most fundamental actions in this platformer (moves that you'll be doing thousands of times over the course of playing) shouldn't be needlessly obtuse, like for example how a simple spin requires me to circle the L-stick somewhere randomly between 2-4 times or to jerk my entire handheld console around. Also the mario world spin has an entirely different function in a game where you don't control mario's 3D movement. A better example would be the wallkick, which was harder to execute in mario 64. The problem with the Wallkick in M64 was that it was actually required for a few of the stars in that game, so it was genuinely frustrating that it was difficult and it raised the skill ceiling for 100%ing the game. When wallkicks became a much more prominent level design element in sunshine onwards it made sense to simplify it. Wallkicks also became significantly versatile at this point, in M64 you could conserve your angle, but now mario always jumps perpendicular from the wall he's on. Basically things the player is required to do need to be intuitive and easy to grasp, but things the player isn't expected to do can be complicated or require practice and precise timing.
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# ¿ Oct 27, 2017 23:54 |
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tap my mountain posted:I'm pretty sure you have to use waggle for the cap toss or else it returns too quickly Also don't try and turn while doing this you'll miss the hat and dive off into oblivion while trying to explore the New Donk skyline
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# ¿ Oct 29, 2017 21:36 |
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Sockser posted:Man, gently caress this bull poo poo 8 bit level with the rotating background and fuzzies in the postgame. The controls go all stupid and suddenly left is up but then you jump and left is left again! Basically mario moves relative to the camera when you start moving and those relative directions remain the same until you release the stick, regardless of where the camera ends up. So when you get half way around the circle and let the stick return to neutral the controls seemingly flip eithout warning. Made that particular moon very frustrating to do! Usually its something you don't even notice and honestly its what stops you from flying of the edge of platforms when the camera turns. I think it first showed up in galaxy, in sunshine you could just hold up and steer mario around with thr c-stick.
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# ¿ Nov 6, 2017 11:43 |
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Kurtofan posted:i dont know what i'm doing wrong with those loving portrait games Or just take a picture on your phone and get back to the fun parts of the game
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# ¿ Nov 7, 2017 16:11 |
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Waffleman_ posted:GAAAAAH the Dark Side boss rush!! Give me health!!!
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# ¿ Nov 7, 2017 23:06 |
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Calaveron posted:Holy gently caress normally they’re on point but boy a lot of the poo poo they’re saying is plain wrong
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# ¿ Nov 12, 2017 11:43 |
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8-Bit Scholar posted:DLC in a Mario game does feel strangely sacrilegious. Nintendo does well by its DLC poo poo though, for the most part. Then again last time Nintendo started work on DLC for a mainline 3D Mario they ended up making Galaxy 2 instead, so maybe they'll just crank out another loving masterpiece out of all the ides they didn't have time to implement in Odyssey.
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# ¿ Nov 17, 2017 01:13 |
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I'm generally poo poo at the triple jump so I never use it but I still beat every master koopa race. I'm sure there were plenty of places the triple-jump would have been faster, but when you're skipping half the track anyway you can easily stop dead to line up a ground-pound jump anytime you need the height.
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# ¿ Nov 25, 2017 05:19 |
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The same applies to the long jump. Frankly its about time for the olympics to finally recognize the spin and cap jump events
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# ¿ Nov 26, 2017 12:31 |
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I gave in and used the talkatoo glitch to get 100 jumpropes. Then I cheesed the volleyball with co-op mode Cappy. I'm missing one Star from toadette but I'm otherwise completely done with planet earth. Back to the moon with me.
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# ¿ Nov 28, 2017 12:17 |
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Iirc, they're actually giving Super Metroid a rest at next years AGDQ.
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# ¿ Nov 28, 2017 19:30 |
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Just did the darker side hatless scooterless challenge. That was frustrating but fun. Being forced to actually learn to conserve your speed was an interesting challenge. It looked loving impossible at first. Also pro tip to that guy that couldn't triple jump, you don't even need to time it just mash the jump button and as long as you're moving in a straightish line you'll ace it every time. I think I avoided using the move until now because of how finicky the timing was in older games, its really a lot easier in Odyssey.
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# ¿ Nov 28, 2017 21:20 |
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The Bloop posted:The answer is on this very page.
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# ¿ Nov 30, 2017 17:19 |
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Loling at the idea that a speedrunner would be upset that there's a crazy glitch that skips the no checkpoint gauntlet at the end of a 5 hour run.
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# ¿ Dec 2, 2017 16:00 |
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Pierson posted:Is that actually a real thing or just a meme though? I just googled Mario kart for example and found MK7, a game from 2011, is still being sold for £35.
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# ¿ Dec 4, 2017 23:26 |
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Daveski posted:Hint: find something to ride
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# ¿ Dec 29, 2017 19:38 |
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for the 2d planetoid section the direction you have to press is relative to mario's orientation when you start moving. If you let go of the stick it'll reset. The game does this all the time, but it's pretty awkward in this particular section, where left can become right for seemingly no reason.Dr. VooDoo posted:I cannot do this 100 jump rope challenge and Ive been trying it for like a week
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# ¿ Dec 30, 2017 07:21 |
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Drewjitsu posted:Even the first bit? I thought you had to roll through that section. I didn't even consider long jumping it.
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# ¿ Jan 4, 2018 16:20 |
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RCarr posted:Yea there was a video of someone getting up there earlier in the thread. There's nothing up there.
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# ¿ Jan 19, 2018 14:47 |
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Its however possible to beat the game without jumping. Or at least without incrementing Toadette's jump counter.
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# ¿ Jan 22, 2018 11:38 |
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# ¿ May 16, 2024 18:53 |
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You can't activate the triple jump from a standstill so don't worry about it at all. The hop and skip jumps have the same timing so just focus on following the 'yeahs'.
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# ¿ Mar 18, 2018 13:52 |