@FishyS
You're pretty much just telling me my opinion about physics is wrong lol so I don't really know how to constructively advance this discussion
I mean, it's the generally accepted opinion that smb3 improved jumping mechanics over smb1. That doesn't mean your opinion is wrong for yourself, it's just not what most people feel. There is a reason Nintendo kept the 'more control in air' physics mechanic in all the smb3 onward games. Because people like it.
I enjoy smb1 too, but it still feels very stiff to me after playing modern Mario games. But my main point was that if you hand most people e.g. an smb1-cloned level in Mario Maker (with Mario Maker physics) they will find it MUCH easier. Mainly because they won't randomly jump in a pit for no reason. 😝
You were claiming smb-1 is a harder game and I mostly agreed, I was just giving one reason why. Obviously the limited lives is another reason although that is a different type of 'hard' because it has nothing to do with an individual level.
Honestly, I feel like a lot of things in smb-1 physics are more consistent with real life physics. 😆 The one-way-platforms and 'massive control in air to change your velocity' of later Mario games are both weird mechanics if you think about it.
@FishyS
I'm sorry, I just don't see things the way you do, even aside from the physics. I think you're forgetting a lot of SMB 1 levels outside of worlds 1-4. There are tons of single-block jumps, tough hammer bros placement, and powerups are stingy if you're not looking at a guide for secret blocks.
SMB 1 is one of the tougher 2D Mario games even regardless of the physics.
@rallydefault Not sure we are fully disagreeing. I guess my point is things like single block jumps are much easier if you have more air control — later games give you tons of time and power to adjust where you land after-the-fact. That was my only real point regarding physics and difficulty. And to be fair, you can't fully seperate that aspect from level design.
I did play Mario-35 which included every level for dozens of hours so I am familiar with them all. 😝 I have also 100%-ed the normal game on NSO. I miss Mario-35 so much.
Honestly after playing so much Mario 35 and Mario Maker all the games smb-1 through nsmbu seem super easy. 😆 Some Wonder levels seemed harder to me simply because they are fundamentally different but I'm sure after smm3 or a couple more playthroughs of the game they will all feel easy also. Except the evil invisible part -.- But I feel like my difficulty with that is a me thing.
@FishyS
I don't know what we're debating anymore to be honest lol
For posterity's sake: I think SMB 1 is one of the toughest 2D Mario games. The physics may certainly contribute to that, especially for younger/newer players who didn't grow up with the game, but regardless, I find the enemy movements, sparse powerups, and tight platforming of the second half of the game to be quite challenging.
I would encourage anyone who hasn't played SMB 1 or hasn't played it a long time to go back and give it a shot without save states and without a guide for the hidden blocks.
As a fun side note, the Lost Levels is THE hardest 2D Mario game, period.
@rallydefault I definitely agree regarding lost levels. I feel like it's the only 2D Mario game Nintendo ever truly tried to make actively hard. Nowadays they just slap a small percentage of harder levels in rather than trying to make the game itself hard.
As for going back and playing smb1 'blind', that is pretty hard. Everyone knows where the warp pipes and some of the hidden blocks are. And because Nintendo has remained remarkably consistent in some ways, some of the other secrets are just where you would expect them to be from playing other Mario games; I assume people in the 80s who had never seen Mario had more of a challenge finding everything.
And sorry for sounding argumentative by the way. back-and-forths in forums are not always super clear. 😝
To get back on Wonder topic, I think the vast majority of levels were definitely intended to be pretty easy. And almost all the harder levels are optional — either special world or just random levels in e.g. the lava world that you don't actually have to play to win.
New super Mario bros two is the hardest 2d mario that came to the western market
I wish they would bring that game to Switch. Now that Nintendo finally gave us a new 2D game, I want the full collection of mainline Mario all on Switch to go back and play to compare!
Most Mario's that you mentioned I found to be harder. Back then I wasn't that experienced though. As for Kirby, it always has some hard stuff. Yoshi's crafted world was very easy (and boring) but also had hard stuff. Personally, instead of ending every Mario with one insanely hard level (that badge level is to annoying for me without checkpoints), I rather had all the levels to be a bit harder. But that's just me! And I love searching for collectables, they can hide them better for me.
I just wish it played by the same 'difficulty' rules of something like SMB3 to create that much needed level of challenge, suspense, sense of reward, just that intensity, of feeling like you're constantly on your toes instead of sometimes carelessly blazing through a stage with 50 1-Ups at your disposal and no real game overs. That just degrades the fun imo.
It's a matter of personal taste, but to be fair, smb3 has unlimited continues and even if you die, fortresses remain cleared, shortcuts remain open, and your items remain so at worst you just have to redo a couple levels you already successfully cleared anyways. It may feel somewhat different, but practically it isn't so different than having to redo a Mario Wonder level occasionally to get missing collectables. Personally I never felt any suspense in smb3 except for the rng part near the end where you don't know which hand levels will grab you. 😝 Granted, Wonder has no real suspense. However, I personally found the sense of reward very satisfying in Wonder when you 100% a world or sometimes even a level-- they do that part well. As for difficulty, I would go with 1-life challenge (or some other small number). That is hard (and definitely suspenseful) in both games. Although Wonder not having multiple save states per account makes it slightly annoying.
@NeonPizza
I never owned a Wii, so I haven't had the chance to play Galaxy 2 (I've played Galaxy through the Mario Anniversary on Switch, though).
Wonder is fantastic. It's waaaaaaaaay better than NSMBU, and I 100% completed U back at launch on my Wii U. I think overall I would give the difficulty edge to NSMBU especially when it comes to the Special levels, but Wonder is just so refreshing overall as a platformer.
What makes Wonder so great in my opinion is that the usual gimmicks that 2D Mario games use to keep levels fresh are still there in the form of new enemies introduced, new powerups (you don't get the drill until a bit later), new platforming elements: But add into that the badges (which I think most of us will criminally underexplore) and the wonder effects, and it's such a fun romp where every level is truly, truly different.
@FishyS
It's all good, no worries. Wonder is an incredible game. Probably top 10 for me on the Switch, which is saying something. I was just a bit surprised at how easy it turned out to be. I was expecting a lot more from the Special levels and the very last two levels.
@Croctopus I'm very curious how much that is temporary Mario hype and how much it will translate into total lifetime sales. It needs to pass 17 million to get into the top 10 Switch games and Odyssey has sold around 27 million. I assume games like this get a big Christmas surge and a decent ongoing surge the whole first year as parents buy it for birthday presents.
In the World: Shining Falls, I've completed all individual levels with and have a green stamp (100% completed). However, the total World doesn't have the stamp yet. I've seen this video and directly at the beginning you see a level (it's similar as an Secret World exit with the flower in the middle. Any idea how to get this?
By the way, I already have found the exit to the Secret World and Captain Toad.
So, I just completed SMBW (including all 10-Flower coins and the special world).
Presentation (art style, music animations, etc.) was great, and the wonder flower mechanic was mostly fun and interesting. But the game is way too easy and way too short. On the basis of this point alone I would put it beneath NSMB-U Deluxe and 3D World. I'm glad they kind of stirred up the 2D Mario formula, but they still played it way too safe.
Does anyone think, we'll get some DLC with more difficult levels? But then they would have already told us, right?
@dionysos283 If the DLC is mid to late next year, they could easily be waiting to announce it until early next year. I think the actual levels are good but if they have a speed-mode like Luigi mode in nsmbu Deluxe or any of the special challenge modes from nsmbu deluxe I would love it. Plus they could add better multiplayer racing modes, they could add modes where you are actually forced to use a particular badge. I feel like they could add a ton of fun things pretty easily in DLC.
About length, it's short, but only a smidge shorter than nsmbu before they added all the DLC-- the Deluxe version with all the DLC really has a lot of content so I would love if they did that to Wonder.
@RR529
I feel you. This last invisibility section seems like impossible to do. In the end I managed to finish the last level, but couldn't get to the top of the flagpole, which is required for 100% completion. But I was like: "There's no way I'm doing this whole thing again!" 😂
I just checked my playtime and it took me around 20h to (basically) 100% the game. For a 60$ game, this is just not acceptable, imo.
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