I'm convinced that most people who prefer SMB3 and SMW do so because they played them years before NSMBU. They were arguably better for their respective era and big evolutions in game design for the time but I think practically everything in U is better today: graphics, level design, variety, bosses, power ups and controls.
I've been told to and have read from multiple people to just skip to Luigi U. It's a commonly expressed opinion that it's basically the same game but better.
No, it absolutely would not have. Here's why.New Super Mario Bros. U has some of the best designed levels of any Mario game.
If it had a different aesthetic, it'd have been widely accepted amongst Super Mario Bros. 3 and Super Mario World as the epitome of perfect Mario
I'm convinced that most people who prefer SMB3 and SMW do so because they played them years before NSMBU. They were arguably better for their respective era and big evolutions in game design for the time but I think practically everything in U is better today: graphics, level design, variety, bosses, power ups and controls.
For example, for Super Mario Bros 3 (which is incidently my 3rd favorite 2D Mario and my 5th favorite game of all time, so I still love it!), I do agree that this game shows that you don't ACTUALLY need that level design formula to succeed with Mario level design, as Super Mario Bros 3 stages tend to be very short and focus on only a few concepts without expanding on them all to much. However, this does come at the cost of some consistency in my opinion, as there are levels like the 3-fortress maze and the World 6 "fly with the koopa shell to win" level that don't really hold up that well on repeated plays.
While I agree that Super Mario World's map design and gameplay quirks are really cool, I tend to rate Mario games on more of a level design level than anything else, so I find Super Mario World to be in a somewhat odd position. While Super Mario World certainly doesn't have BAD level design by any stretch of the imagination (in fact, it's great imo!), it does have one very odd quirk: most levels have a drastic shift in design the moment you change rooms. This is especially prevelant in castles. For example, take Ludwig's castle: the level starts in a narrow path, next room is about outspeeding a falling ceiling to reach a ! block to give yourself more time, and the last room is a fence climb to the boss room. All of these could have been expanded into full levels in their own right, but instead they're sorta glued together. Some players I've talked to find this to be a strength, because SMW can pack quite a bit of variety into one level. However, I feel like because of the shifting level designs, a lot of the level design concepts aren't given much room to grow compared to other Mario games, which is why I rate it a bit lower (granted, like I said earlier, I still think SMW is an incredible game!)
The only thing it's really missing is in terms of presentation. It's not just the artstyle itself and how the models lack any emotion, but simply the lack of the charm and details that most of the 3D and RPG entries have. With SMB3 it felt like you were travelling around different kingdoms since you rescued their monarchs, but the castles in NSMB have no purpose other than to house the koopalings. Having some sort of mini-story for each world would change the perception a lot, even if they are short sequences with little dialogue.I'm convinced that most people who prefer SMB3 and SMW do so because they played them years before NSMBU. They were arguably better for their respective era and big evolutions in game design for the time but I think practically everything in U is better today: graphics, level design, variety, bosses, power ups and controls.
Hahaha. Good day.
Seeing as how you weren't clear at all about what you meant by NSMBU being "between" 3 and SMW, not sure why you're acting so smug.There is literally objective data on this in terms of momentum and jumping ability.
I've been told to and have read from multiple people to just skip to Luigi U. It's a commonly expressed opinion that it's basically the same game but better.
For the triple jump, you press jump after landing and for the enemies, you said yourself that you keep B pressed. I agree that the control decision is baffling, but I do not see myself running into many issue because of that (though I of course will never buy NSMBU on Switch, because fuck ports).Are you serious? The game has a triple jump which rewards chaining multiple jumps together. You also often want to do short hops to aim jumps onto an enemy, and then hold down the jump button when you make contact so you can spring higher off them. These create issues. Especially in stages that have a lot of vertically moving platforms.
Smug isn't the tone I attempted to imply, sorry. But you talked about the precision of the physics; I replied to that.Seeing as how you weren't clear at all about what you meant by NSMBU being "between" 3 and SMW, not sure why you're acting so smug.
This thread has been a non-stop thrill ride and I thank you for tagging me into it.
That's fair. I'm probably in the wrong, and biased by the tons of experience I have with SMB3.Smug isn't the tone I attempted to imply, sorry. But you talked about the precision of the physics; I replied to that.
Also, I don't see why people are saying I'M being elitist just because other people suggested I play Luigi U. It is what I was told.
NSMBU has better graphics than Mario World?
Better power how? Flying squirrel is better and more balanced than the cape in World but is not better than the racoon suit in 3. Bosses are basically the same as 3 with a twist and personally the game still doesn't control better than Mario World.
Great post.No, it absolutely would not have. Here's why.
Mario games are not just about "well designed levels." They are also about adventure. Part of the joy of the old Mario games was that we were constantly traveling to new places and worlds.
First, we traveled the Mushroom Kingdom in Super Mario Bros. 1. We entered a world full of pipes for traveling between the ground level and the underground sewers. We jumped atop giant trees and mushrooms. We crossed bridges beset by flying fish. We went underwater. We climbed beanstalks into the sky. We delved into castles full of traps. The sheer variety on display was fairly unique for a video game at the time; they were mostly scenes of largely black backgrounds.
Then, we dove into the bizarre dream world of Subcon. It was a world of lush green, of sandy deserts, of icy lakes where whales gather, and of great palaces in the sky. This was a world where verticality wasn't all about pipes and the occasional vine shooting up from a secret block. We could climb up and down via ladders and vines. We could travel over logs on waterfalls. We could enter doors and caverns. And we could summon secret doorways to a mirror world where hidden items and shortcuts lay. There were no Koopas or other familiar enemies in this world; all our foes were brand-new additions to the canon.
And in the next game, we went on a tour of other kingdoms. This expanded dramatically beyond just the in-level design; there was a world map to pick our way through, with hidden secrets of its own if you knew how to push its boundaries. And you could carve a path through this world with Luigi at your side; no longer were you on separate tracks through identical parallel adventures. We learned that the Mushroom Kingdom world had deserts of its own, with Angry Suns that would swoop down and attack you if you weren't careful. It had an icy tundra. And it also had bizarre lands like Giant Land, Pipe Land, and the barren, colorless Dark World lava land. Our enemies in this quest were the Koopalings, not just an army of fake Bowsers and his minions. They attacked with airships and tanks and magic spells.
Super Mario World took us to Dinosaur Land. To be fair, there were a lot of well-worn tropes here: grassy fields, underground caves, watery lakes. But we also entered haunted mansions, enchanted forests, chocolatey mountain ranges, and a haunted sunken ship. We did all this with a new friend, the Yoshi clan. And we ventured across a single, seamless overworld with a web of potential pathways.
NSMB DS was the first new game in the style of the older Marios in 15 years. It stuck mostly to well-worn tropes: grass, desert, water, ice, forest, mountain, sky, lava. There's a flagpole at the end of the level. There's a mid-boss fortress, maybe there's a Ghost house, and there's always a castle at the end of each land. But that was fine: this was the first new Mario game in over a decade, and it did a great job of bringing in new villains and incorporating the growing cast of Mario characters since 64.
The biggest sin of the NSMB games that followed is NOT their aesthetics. It's that their hooks were all centered on gameplay and on tapping the Mario nostalgia well and not at all on growing the universe of the games through new adventures to new places and worlds. Our adventures invariably start in Peach's Castle before taking us through the exact same biomes, maybe with some visual twists as we saw in 2 and U. We might encounter a new power up or two, but always against the backdrop of the familiar and now-throughly-unexciting Mario tropes.
Meanwhile, it's the 3D games that introduced us to Peach's Castle, to Isle Delfino, to far-off Galaxies, and to Mario's globe-spanning Odyssey across new kingdoms in the mushroom world (Bowser's Castle is now a Japanese style palace ffs!). All that wacky, unpredictable Mario-style creative energy is being put into the 3D games; the 2D games are gameplay and level design workshops built on top of classic worlds that aren't allowed to grow. (And they've sold us that workshop as its own product, too!)
That's why NSMBU isn't a timeless classic; it's simply an improvement on a game we already played three times. It's Nintendo acquiescing to what Miyamoto said about not wanting to make the same game again by deciding to make a 2D Mario game must be an exercise in making the same game again, not in crafting something bold and new.
you can boil this down to "aesthetics," but imo that's the problem. They aren't just aesthetics; they're the audience's experience of the world of these games. NSMBU definitely has the best level design since World, and I can see people liking its level design more, but there's just no way I can put NSMBU up there with those games on other vectors outside of that.
SMB3 is actually more slippery than NSMB (greater run startup, longer skids on stopping), but you wouldn't be the only one surprised to learn that. There's something about the NSMB art/animation that causes people to perceive it as slippery; this can be evidenced by perceived differences between themes in Mario Maker, when there's in fact none (they're all NSMB).That's fair. I'm probably in the wrong, and biased by the tons of experience I have with SMB3.
People love to be edgy in NSMB threads, or jump in the bandwagon and hate on it because it's a forum staple. Then you point out it did level design and variety better than World or pretty much any other 2d mario game and they get very defensive because they like those games.did you like, read the rest of their replies or is this a troll or what because they don't agree with you at all now and this post is needlessly combative and hypocritical
No, it absolutely would not have. Here's why.
Mario games are not just about "well designed levels." They are also about adventure. Part of the joy of the old Mario games was that we were constantly traveling to new places and worlds.
First, we traveled the Mushroom Kingdom in Super Mario Bros. 1. We entered a world full of pipes for traveling between the ground level and the underground sewers. We jumped atop giant trees and mushrooms. We crossed bridges beset by flying fish. We went underwater. We climbed beanstalks into the sky. We delved into castles full of traps. The sheer variety on display was fairly unique for a video game at the time; they were mostly scenes of largely black backgrounds.
Then, we dove into the bizarre dream world of Subcon. It was a world of lush green, of sandy deserts, of icy lakes where whales gather, and of great palaces in the sky. This was a world where verticality wasn't all about pipes and the occasional vine shooting up from a secret block. We could climb up and down via ladders and vines. We could travel over logs on waterfalls. We could enter doors and caverns. And we could summon secret doorways to a mirror world where hidden items and shortcuts lay. There were no Koopas or other familiar enemies in this world; all our foes were brand-new additions to the canon.
And in the next game, we went on a tour of other kingdoms. This expanded dramatically beyond just the in-level design; there was a world map to pick our way through, with hidden secrets of its own if you knew how to push its boundaries. And you could carve a path through this world with Luigi at your side; no longer were you on separate tracks through identical parallel adventures. We learned that the Mushroom Kingdom world had deserts of its own, with Angry Suns that would swoop down and attack you if you weren't careful. It had an icy tundra. And it also had bizarre lands like Giant Land, Pipe Land, and the barren, colorless Dark World lava land. Our enemies in this quest were the Koopalings, not just an army of fake Bowsers and his minions. They attacked with airships and tanks and magic spells.
Super Mario World took us to Dinosaur Land. To be fair, there were a lot of well-worn tropes here: grassy fields, underground caves, watery lakes. But we also entered haunted mansions, enchanted forests, chocolatey mountain ranges, and a haunted sunken ship. We did all this with a new friend, the Yoshi clan. And we ventured across a single, seamless overworld with a web of potential pathways.
NSMB DS was the first new game in the style of the older Marios in 15 years. It stuck mostly to well-worn tropes: grass, desert, water, ice, forest, mountain, sky, lava. There's a flagpole at the end of the level. There's a mid-boss fortress, maybe there's a Ghost house, and there's always a castle at the end of each land. But that was fine: this was the first new Mario game in over a decade, and it did a great job of bringing in new villains and incorporating the growing cast of Mario characters since 64.
The biggest sin of the NSMB games that followed is NOT their aesthetics. It's that their hooks were all centered on gameplay and on tapping the Mario nostalgia well and not at all on growing the universe of the games through new adventures to new places and worlds. Our adventures invariably start in Peach's Castle before taking us through the exact same biomes, maybe with some visual twists as we saw in 2 and U. We might encounter a new power up or two, but always against the backdrop of the familiar and now-throughly-unexciting Mario tropes.
Meanwhile, it's the 3D games that introduced us to Peach's Castle, to Isle Delfino, to far-off Galaxies, and to Mario's globe-spanning Odyssey across new kingdoms in the mushroom world (Bowser's Castle is now a Japanese style palace ffs!). All that wacky, unpredictable Mario-style creative energy is being put into the 3D games; the 2D games are gameplay and level design workshops built on top of classic worlds that aren't allowed to grow. (And they've sold us that workshop as its own product, too!)
That's why NSMBU isn't a timeless classic; it's simply an improvement on a game we already played three times. It's Nintendo acquiescing to what Miyamoto said about not wanting to make the same game again by deciding to make a 2D Mario game must be an exercise in making the same game again, not in crafting something bold and new.
you can boil this down to "aesthetics," but imo that's the problem. They aren't just aesthetics; they're the audience's experience of the world of these games. NSMBU definitely has the best level design since World, and I can see people liking its level design more, but there's just no way I can put NSMBU up there with those games on other vectors outside of that.
This post probably highlights why I didn't like NSMBWii that much. It felt like I was going through the same places over again after NSMB for DS, and it got boring. NSMB 2 and U just looked like the same game over and over, and it's why I skipped them. The context for these games did not motivate me to experience them. Super Mario 3D Land is just as bad. It's New Super Mario Bros. in 3D.No, it absolutely would not have. Here's why.
Mario games are not just about "well designed levels." They are also about adventure. Part of the joy of the old Mario games was that we were constantly traveling to new places and worlds.
First, we traveled the Mushroom Kingdom in Super Mario Bros. 1. We entered a world full of pipes for traveling between the ground level and the underground sewers. We jumped atop giant trees and mushrooms. We crossed bridges beset by flying fish. We went underwater. We climbed beanstalks into the sky. We delved into castles full of traps. The sheer variety on display was fairly unique for a video game at the time; they were mostly scenes of largely black backgrounds.
Then, we dove into the bizarre dream world of Subcon. It was a world of lush green, of sandy deserts, of icy lakes where whales gather, and of great palaces in the sky. This was a world where verticality wasn't all about pipes and the occasional vine shooting up from a secret block. We could climb up and down via ladders and vines. We could travel over logs on waterfalls. We could enter doors and caverns. And we could summon secret doorways to a mirror world where hidden items and shortcuts lay. There were no Koopas or other familiar enemies in this world; all our foes were brand-new additions to the canon.
And in the next game, we went on a tour of other kingdoms. This expanded dramatically beyond just the in-level design; there was a world map to pick our way through, with hidden secrets of its own if you knew how to push its boundaries. And you could carve a path through this world with Luigi at your side; no longer were you on separate tracks through identical parallel adventures. We learned that the Mushroom Kingdom world had deserts of its own, with Angry Suns that would swoop down and attack you if you weren't careful. It had an icy tundra. And it also had bizarre lands like Giant Land, Pipe Land, and the barren, colorless Dark World lava land. Our enemies in this quest were the Koopalings, not just an army of fake Bowsers and his minions. They attacked with airships and tanks and magic spells.
Super Mario World took us to Dinosaur Land. To be fair, there were a lot of well-worn tropes here: grassy fields, underground caves, watery lakes. But we also entered haunted mansions, enchanted forests, chocolatey mountain ranges, and a haunted sunken ship. We did all this with a new friend, the Yoshi clan. And we ventured across a single, seamless overworld with a web of potential pathways.
NSMB DS was the first new game in the style of the older Marios in 15 years. It stuck mostly to well-worn tropes: grass, desert, water, ice, forest, mountain, sky, lava. There's a flagpole at the end of the level. There's a mid-boss fortress, maybe there's a Ghost house, and there's always a castle at the end of each land. But that was fine: this was the first new Mario game in over a decade, and it did a great job of bringing in new villains and incorporating the growing cast of Mario characters since 64.
The biggest sin of the NSMB games that followed is NOT their aesthetics. It's that their hooks were all centered on gameplay and on tapping the Mario nostalgia well and not at all on growing the universe of the games through new adventures to new places and worlds. Our adventures invariably start in Peach's Castle before taking us through the exact same biomes, maybe with some visual twists as we saw in 2 and U. We might encounter a new power up or two, but always against the backdrop of the familiar and now-throughly-unexciting Mario tropes.
Meanwhile, it's the 3D games that introduced us to Peach's Castle, to Isle Delfino, to far-off Galaxies, and to Mario's globe-spanning Odyssey across new kingdoms in the mushroom world (Bowser's Castle is now a Japanese style palace ffs!). All that wacky, unpredictable Mario-style creative energy is being put into the 3D games; the 2D games are gameplay and level design workshops built on top of classic worlds that aren't allowed to grow. (And they've sold us that workshop as its own product, too!)
That's why NSMBU isn't a timeless classic; it's simply an improvement on a game we already played three times. It's Nintendo acquiescing to what Miyamoto said about not wanting to make the same game again by deciding to make a 2D Mario game must be an exercise in making the same game again, not in crafting something bold and new.
you can boil this down to "aesthetics," but imo that's the problem. They aren't just aesthetics; they're the audience's experience of the world of these games. NSMBU definitely has the best level design since World, and I can see people liking its level design more, but there's just no way I can put NSMBU up there with those games on other vectors outside of that.
I was told to not even bother with Mario U as a veteran Mario player.