Nintendo needs to bring back an N64 style mario game to the Wii U.

#1Galaxy_NovaPosted 2/9/2014 10:00:32 PM
Instead they keep giving us mario games with timer clocks which hinders exploration fun. It's like you're always being rushed.
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#2Hiten Mitsurugi SPosted 2/9/2014 10:06:30 PM
Exactly. Not only that, but they removed so many of his moves. It's pathetic.
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#3manmousePosted 2/9/2014 10:21:28 PM(edited)
not all games are meant for exploration. Mario games were designed around rhythmic fast paced levels long before the N64 ever came around. and Mario 64 is the ONLY nonlinear Mario game in the series. and no, Sunshine is not non-linear. it puts you on rails in every level and chooses the objectives for you, and all the space in levels is unused because large sections are specific for only certain missions and can't be used for anything useful otherwise. and the levels also appear linearly. it's easily as linear as any other Mario title, only difference is it has a hubworld to give the illusion of nonlinearity. and since it's so linear, its wide levels make it even worse since they're not paced like Galaxy or 3DWorld's levels where they can at least do more clever obstacles.

Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


tail spin, tanooki float, cat scratch, wall climbing, cat dive-kick, pounce, butt stomp, gold cat invincible butt stomp, boomerang attack, fire flower, spin jump, cannon head, ice skates, helicopter head, long jump, roll, wall jump, baseball/bomb carrying and throwing, etc.
plus character specific stuff like Peach's float, Rosalina's double jump and her attack.

how are you short of moves in SM3DWorld, in any way?
only things the removed from Mario 64 were the 3 powerups which were impractical for 95% of situations anyway and only useful for specific contexts and they wear off after less than a minute, the triple run jump (which was too flawed in design anyway since it was impractical to gauge the distance all the time), and punching. for all the moves you gain from powerups, i'd say it's an exchange that's more than fair.
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#4room temperaturePosted 2/9/2014 10:27:03 PM
I do miss the punching and kicking sometimes
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#5Hiten Mitsurugi SPosted 2/9/2014 10:28:08 PM
manmouse posted...
not all games are meant for exploration. Mario games were designed around rhythmic fast paced levels long before the N64 ever came around. and Mario 64 is the ONLY nonlinear Mario game in the series. and no, Sunshine is not non-linear. it puts you on rails in every level and chooses the objectives for you, and all the space in levels is unused because large sections are specific for only certain missions and can't be used for anything useful otherwise. and the levels also appear linearly. it's easily as linear as any other Mario title, only difference is it has a hubworld to give the illusion of nonlinearity. and since it's so linear, its wide levels make it even worse since they're not paced like Galaxy or 3DWorld's levels where they can at least do more clever obstacles.

Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


tail spin, tanooki float, cat scratch, wall climbing, cat dive-kick, pounce, butt stomp, gold cat invincible butt stomp, boomerang attack, fire flower, spin jump, cannon head, ice skates, helicopter head, long jump, roll, wall jump, baseball/bomb carrying and throwing, etc.
plus character specific stuff like Peach's float, Rosalina's double jump and her attack.

how are you short of moves in SM3DWorld, in any way?
only things the removed from Mario 64 were the 3 powerups which were impractical for 95% of situations anyway and only useful for specific contexts and they wear off after less than a minute, the triple run jump (which was too flawed in design anyway since it was impractical to gauge the distance all the time), and punching. for all the moves you gain from powerups, i'd say it's an exchange that's more than fair.


You seriously just listed a bunch of useless crap. The triple jump is far more fun than everything you listed.
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#6Watt64Posted 2/9/2014 10:42:34 PM
Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


I don't see how it's pathetic. It's a game design choice that you don't like.
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#7STN79Posted 2/9/2014 10:44:13 PM
Yeah let's bring back collectathon games like DK 64! Everybody just loved those didn't they?
Oh wait...
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#8smash66Posted 2/9/2014 10:50:51 PM
Hiten Mitsurugi S posted...
manmouse posted...
not all games are meant for exploration. Mario games were designed around rhythmic fast paced levels long before the N64 ever came around. and Mario 64 is the ONLY nonlinear Mario game in the series. and no, Sunshine is not non-linear. it puts you on rails in every level and chooses the objectives for you, and all the space in levels is unused because large sections are specific for only certain missions and can't be used for anything useful otherwise. and the levels also appear linearly. it's easily as linear as any other Mario title, only difference is it has a hubworld to give the illusion of nonlinearity. and since it's so linear, its wide levels make it even worse since they're not paced like Galaxy or 3DWorld's levels where they can at least do more clever obstacles.

Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


tail spin, tanooki float, cat scratch, wall climbing, cat dive-kick, pounce, butt stomp, gold cat invincible butt stomp, boomerang attack, fire flower, spin jump, cannon head, ice skates, helicopter head, long jump, roll, wall jump, baseball/bomb carrying and throwing, etc.
plus character specific stuff like Peach's float, Rosalina's double jump and her attack.

how are you short of moves in SM3DWorld, in any way?
only things the removed from Mario 64 were the 3 powerups which were impractical for 95% of situations anyway and only useful for specific contexts and they wear off after less than a minute, the triple run jump (which was too flawed in design anyway since it was impractical to gauge the distance all the time), and punching. for all the moves you gain from powerups, i'd say it's an exchange that's more than fair.


You seriously just listed a bunch of useless crap. The triple jump is far more fun than everything you listed.


This. Calling m64 powers impractical then listing bunch of impractical crap.
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#9manmousePosted 2/9/2014 10:56:49 PM
Hiten Mitsurugi S posted...
manmouse posted...
not all games are meant for exploration. Mario games were designed around rhythmic fast paced levels long before the N64 ever came around. and Mario 64 is the ONLY nonlinear Mario game in the series. and no, Sunshine is not non-linear. it puts you on rails in every level and chooses the objectives for you, and all the space in levels is unused because large sections are specific for only certain missions and can't be used for anything useful otherwise. and the levels also appear linearly. it's easily as linear as any other Mario title, only difference is it has a hubworld to give the illusion of nonlinearity. and since it's so linear, its wide levels make it even worse since they're not paced like Galaxy or 3DWorld's levels where they can at least do more clever obstacles.

Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


tail spin, tanooki float, cat scratch, wall climbing, cat dive-kick, pounce, butt stomp, gold cat invincible butt stomp, boomerang attack, fire flower, spin jump, cannon head, ice skates, helicopter head, long jump, roll, wall jump, baseball/bomb carrying and throwing, etc.
plus character specific stuff like Peach's float, Rosalina's double jump and her attack.

how are you short of moves in SM3DWorld, in any way?
only things the removed from Mario 64 were the 3 powerups which were impractical for 95% of situations anyway and only useful for specific contexts and they wear off after less than a minute, the triple run jump (which was too flawed in design anyway since it was impractical to gauge the distance all the time), and punching. for all the moves you gain from powerups, i'd say it's an exchange that's more than fair.


You seriously just listed a bunch of useless crap. The triple jump is far more fun than everything you listed.


how are the Boomerang Bros long range boomerang attack, Fire Flower (the most iconic Mario powerup, oddly enough, removed for Mario 64), wall climbing, the Tanooki Tail's spin attack and floatation, cat scratching, shooting a giant cannon (and charging for super shots), etc, less useful than the triple jump?

oddly enough, the spin jump in 3D World achieves the same affect as the triple jump, but without a 15-20ft runway needed since you can achieve the same height by spinning in place.

so really, it was never removed from 3D World either, just made more practical. that fact that you don't even know this makes me think you're trolling or making joke posts.

so what's left?
punching? replaced by tail spin, cat scratch, and Rosalina's attack.
Metal Mario that lasts 30 seconds? only useful in about 2 or 3 spots in its original game anyway, unneeded.
Invisible Hat that lasts 30 seconds? again, only useful in 2-3 spots in 64 anyway, another one that made sense to axe.
Wing Cap? could be useful someday, but wouldn't make sense in 3D World so maybe someday we'll see it back, but not needed yet.
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#10Oni_TaedoPosted 2/9/2014 11:05:36 PM
Hiten Mitsurugi S posted...
manmouse posted...
not all games are meant for exploration. Mario games were designed around rhythmic fast paced levels long before the N64 ever came around. and Mario 64 is the ONLY nonlinear Mario game in the series. and no, Sunshine is not non-linear. it puts you on rails in every level and chooses the objectives for you, and all the space in levels is unused because large sections are specific for only certain missions and can't be used for anything useful otherwise. and the levels also appear linearly. it's easily as linear as any other Mario title, only difference is it has a hubworld to give the illusion of nonlinearity. and since it's so linear, its wide levels make it even worse since they're not paced like Galaxy or 3DWorld's levels where they can at least do more clever obstacles.

Hiten Mitsurugi S posted...
Exactly. Not only that, but they removed so many of his moves. It's pathetic.


tail spin, tanooki float, cat scratch, wall climbing, cat dive-kick, pounce, butt stomp, gold cat invincible butt stomp, boomerang attack, fire flower, spin jump, cannon head, ice skates, helicopter head, long jump, roll, wall jump, baseball/bomb carrying and throwing, etc.
plus character specific stuff like Peach's float, Rosalina's double jump and her attack.

how are you short of moves in SM3DWorld, in any way?
only things the removed from Mario 64 were the 3 powerups which were impractical for 95% of situations anyway and only useful for specific contexts and they wear off after less than a minute, the triple run jump (which was too flawed in design anyway since it was impractical to gauge the distance all the time), and punching. for all the moves you gain from powerups, i'd say it's an exchange that's more than fair.


You seriously just listed a bunch of useless crap. The triple jump is far more fun than everything you listed.


Fireballs > a third jump, that is rarely ever used.
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