Because I was responding to your statement?that's cool but just wondering why you quoted me before you wrote this?
Because I was responding to your statement?that's cool but just wondering why you quoted me before you wrote this?
Oh, I think I know where the confusion is. You said "especially", which means "particularly" or "to a great extent"; I think you may have meant "specially", meaning exclusive.ok. maybe i should clarify what i meant... i was saying that out of the mario platformers that have been made especially for handheld consoles (super mario land 1&2, new super mario bros for the ds, and 3d land) i think that 3d land is the first truly great game.
Oh, I think I know where the confusion is. You said "especially", which means "particularly" or "to a great extent"; I think you may have meant "specially", meaning exclusive.
Yeah, I hit someone with a probably a dozen or so better times a couple days ago, and now I'm rerunning levels again. Good stuff.Got all the coins, currently going through as Luigi and nabbing any golden flagpoles I missed. Even though the game has already showed me everything it can, I am noticing one aspect that will keep my coming back more and more:
Getting best clear times with Streetpass opponents.
Holy shit this game is not complete unless there aren't yellow numbers next to my Mii on EVERY SINGLE LEVEL.
Doesn't seem like there's too many haters anymore. This was one of those games that seemed to get a lot of negative traction early on from some rather vocal members, but as more people played through the entire game, they saw how good it actually was. My favorite game from last year, up there with Portal 2.Seriously. I'm not a big speedrun/leaderboard guy either.
Best Mario game since Super Mario World. Fuck the haters.
Get that final stage, it's great, I hope you're one of the few that can clear that stage.... =(
I still found it more fluid to play with no Leaf. Yeah, I died a few times, but there's no rhythm with the Leaf in play.I found it to be really quite easy if you come in as a silver-leaf tanooki with another silver-leaf in reserve. The fluttering helps you with the tricky jumps and turning into a statue makes the moving lift section a breeze. I think I wasted more lives in other Special-8 levels, truth be told.
A non-power-up run is a real challenge, though.
I still found it more fluid to play with no Leaf. Yeah, I died a few times, but there's no rhythm with the Leaf in play.
I still found it more fluid to play with no Leaf. Yeah, I died a few times, but there's no rhythm with the Leaf in play.
Yeah, this. I had a harder time landing those single blocks with the leaf, whereas I could just memorize the hang time I needed with out it and stick the landing pretty consistently.
The levels was clearly designed to the rhythm of leaf-less Mario, but even so, leaf Mario was easier to adjust to than leaf-less Luigi. Man.
There are some levels where if you want to speed run them, you have to do it with leaf-less mario in places where precise plataforming is needed, like landing between a spike and a pit. Speed Running this game made me apreciate it even more
Funny story.The levels was clearly designed to the rhythm of leaf-less Mario, but even so, leaf Mario was easier to adjust to than leaf-less Luigi. Man.
No, but after all that, don't stop now!Man at that secret level. Everytime I think it is over; there's another crazy section.
Update: Okay I beat with Mario. Does beating it with Luigi do anything?
What.And the shitty 3DS circle pad.
What.
Finally unlocked the final level.
This is not going to be easy without a tanooki leaf. And the shitty 3DS circle pad.
I found it easier without the Tanooki leaf, tbh. Especially the beginning section. The leaf only helps in regards to the extra hits you gain-->Leaf Mario>Super Mario>Mario. You can get Fireflowers instead.
I found it easier without the Tanooki leaf, tbh. Especially the beginning section. The leaf only helps in regards to the extra hits you gain-->Leaf Mario>Super Mario>Mario. You can get Fireflowers instead.
I just finished it today. Am I correct in assuming 5 stars on the save file is it?
Also, that last level was nuts. So rewarding to get to the end but I was scared I would make a silly mistake right at the end.
How do you get shiny stars? Is it a retry limit?
Ha. No chance of that happening, given the final level!
Yep, all 3 coins + the M, L, and Flag icons for all stages. Have fun!Working on the Special Worlds right now. To unlock every level I have to: Grab all three coins in the levels, beat every level with Luigi, and get yellow flags on every level...is that it?
Game is awesome. For some reason I rushed like crazy to finish the main game, but now I am just playing a few levels a day. Much more fun just to take my time.
Yep, all 3 coins + the M, L, and Flag icons for all stages. Have fun!
So what are the main complaints about this game? The controls?
That's the complaint I keep hearing too. And even that's really bogus in my view—the whole game is one nice long smooth curve... which IMO is a pretty awesome achievement.Nope. Most complaints are that it's too easy for the first "half" of the game.
And of those sparklies, I wonder how many are done legit without restarting/reloading?Plus, I think if it were really so easy, I'd be seeing far more sparkly stars in StreetPass. Not everyone who gets this game is already a Mario minor deity.
Yeah, let's not even go there. :lolAnd of those sparklies, I wonder how many are done legit without restarting/reloading?
"But it wasn't really until Super Mario 3D Land that I think I really became a lot more rigorous about enforcing that in level design, where you have a clear concept in the beginning, and that's carried through absolutely all the way.
Why do you think that that's important?
KH: Well, I think it has a lot to do with the acquisition of a skill, which is something that often appears very similar to the way that a narrative can develop. So, if you take a single gameplay element, let's think about the steps that happen.
First, you have to learn how to use that gameplay mechanic, and then the stage will offer you a slightly more complicated scenario in which you have to use it. And then the next step is something crazy happens that makes you think about it in a way you weren't expecting. And then you get to demonstrate, finally, what sort of mastery you've gained over it.
It's very similar to a narrative structure that you find in four-panel comics. Something that's talked a lot about in Japanese manga, for example, is a phrase, kishoutenketsu, where you introduce a concept, and then in the next panel you develop the idea a little bit more; in the third panel there's something of a change-up, and then in the fourth panel you have your conclusion.
So that's sort of what we try to do with the way people relate to gameplay concepts in a single level. We provide that concept, let them develop their skills, and then the third step is something of a doozy that throws them for a loop, and makes them think of using it in a way they haven't really before. And this is something that ends up giving the player a kind of narrative structure that they can relate to within a single level about how they're using a game mechanic.
Did you actually seek to take that concept from manga and apply it to games, or did you just coincidentally realized that it fit after you'd already developed the concept in parallel?
It's very similar to a narrative structure that you find in four-panel comics. Something that's talked a lot about in Japanese manga, for example, is a phrase, kishoutenketsu, where you introduce a concept, and then in the next panel you develop the idea a little bit more; in the third panel there's something of a change-up, and then in the fourth panel you have your conclusion."
This concept has been introduced to Nintendo by Mario creator Shigeru Miyamoto, who used to draw comics when he was younger, says Hayashida.
"He drew comics as a kid, and so he would always talk about how you have to think about, what is that denouement going to be? What is that third step? That ten [twist] that really surprises people. That's something that has always been very close to our philosophy of level design, is trying to think of that surprise."
Galaxy 2 > 3D Land > Galaxy, and only because 3D Land is so short. I appreciate the fact that there's no stupid arse "go collect these things so that you can get these other things" missions. It's all pure Mario platforming, going from point A to point B.
I only need to unlock the final level now.
With NSMB 2 being released in August, is there anything it could learn from 3DLand in terms of level design, power ups, ect? Sure, one is a 3D platformer, the other traditional, but they're both successors to SMB 3 and 3DLand played a lot like a 2D game in a 3D world. If you read Hayashida's recent interview with Gamasutra, one of the keys for taking the series back to its roots was Miyamoto's love for classic four panel comic strips (this interview is a great read overall, btw):
http://www.gamasutra.com/view/feature/168460/the_structure_of_fun_learning_.php