According to various websites (GoNintendo, NWR, this site), Super Mario 3D Land has a run button, meaning it's not full analog control.
Anyone who's played Super Mario 64 DS will know what I'm talking about. That game has a run button as well, and Mario's walking movement is very sluggish. His acceleration speed is too slow, and the controls are somewhat imprecise, even on the 3DS.
To the people who played Super Mario 3D Land: Does the game control more smoothly than SM64 DS?
According to various websites (GoNintendo, NWR, this site), Super Mario 3D Land has a run button, meaning it's not full analog control.
Here's the reason why I think it's a bad idea:
[I will first play the game then get back to you.]
I'm making the comparison to Super Mario 64 DS, which had horrible movement controls. Even on the 3DS it's not much better. Mario's walking movement is too sluggish and his acceleration speed is too slow.
If Nintendo feels a run button is appropriate for a 3D platformer, who are we to argue with them? Worst case scenario, you hold down the run button all the time in SM3DL. I've never been terribly bothered doing that in a 2D platformer.
it's almost like they're trying to make it like the 2D games.
You guys are missing my point completely. Having a run button on a game that has analog control is pointless. They did it in Super Mario 64 DS cause the older DS systems didn't have an analog pad, so they had to compromise. The 3DS has full analog control, so there's no point in having a run button in Super Mario 3D Land.
like hold the button to run or straightforward run instead of tilting the c pad a little to make slow movements then push all the way up to make him run?
So you don't expect there to be any areas where you have to shimmy along a small space, etc.? I greatly prefer run buttons, since they offer a quick way to control the character in a large space and a very careful way to control the character in a small space. And simpy because Super Mario 64's walking was slow doesn't mean SM3DL's walking will be.
Edit: Ah, I see what you mean now. But I still prefer a run button, since I hate tilting or sliding an analog stick only partways. I don't know why, I just do D:
SM64DS was a remake of a game designed for a specific controller (or maybe the other way around). Moving it to a system it wasn't designed for was a mistake, despite all the extras (characters / levels) being wonderful additions. Those levels were designed for easy movement with the control stick, which the DS lacked.
This game is being designed for the 3DS, and it is being designed to require a run button. There's no reason to doubt the controls. But instead of asking for assumptions from people who haven't played the game, just watch the trailer and judge for yourself. Does Mario seem to move too slowly? Doesn't seem so to me.
Yep, clearly a 1/10 game because it has a run button.
Go play Super Mario 64 DS and get back to me. The game feels very sluggish, even on the 3DS.
Not to be a jerk, but to me playing a DS game on the 3DS and expecting a substantial improvement is like trying to trade a 5th gen pokemon to your Pokemon Yellow gamepak. Without the necessary infrastructure and system compensations in place, I don't think we can conclude much from your experiences with Super Mario 64 DS about how Super Mario Land 3D will play.
Yep, clearly a 1/10 game because it has a run button.
Go play Super Mario 64 DS and get back to me. The game feels very sluggish, * even on the 3DS.*
Not to be a jerk, but to me playing a DS game on the 3DS and expecting a substantial improvement is like trying to trade a 5th gen pokemon to your Pokemon Yellow gamepak. Without the necessary infrastructure and system compensations in place, I don't think we can conclude much from your experiences with Super Mario 64 DS about how Super Mario Land 3D will play.
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Topic: A run button? Really?
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