Anyone have any idea what happens when you take a clear pipe that extends beyond the screen in auto-scrolling stages? Not sure if it kills you or moves the screen.
Anyone have any idea what happens when you take a clear pipe that extends beyond the screen in auto-scrolling stages? Not sure if it kills you or moves the screen.
Anyone have any idea what happens when you take a clear pipe that extends beyond the screen in auto-scrolling stages? Not sure if it kills you or moves the screen.
It's answered in the video posted literally right after your comment haha
You can skip levels. 100% confirmed.I wonder if the Endless Mario Challenge mode will allow you to skip levels ala MM1's 100-Mario Challenge. I assume so, but it would be great to know 100% for sure.
Awesome! I get the feeling that this will be even more needed in Mario Maker 2 than Mario Maker 1. lol
Something that was said about Endless mode that I heard and I didn't much think of was that you never win endless, you only lose it. This kind of struck me as something very un-Nintendo like. Basically the only end is losing.
It doesn't bother me, but seems like something Nintendo would disagree with fundamentally.
This is true of any sort of arcade-style endless survival mode where the positive reward at the end of it is a new record or a high score. There is even a recent Nintendo precedent in the endless survival mode in Arms (Arms Test) that apparently nobody but me played.
On another note: one thing I haven't seen covered in any of the preview content—understandably so, when everybody's attention is on the new course elements—is the control that creators have over their uploads. We've seen in videos and screenshots that there is a game-wide universal option to enable/disable comments, but can this be done course by course? Can you allow end-of-level comments but not mid-level comments? Can you moderate/delete individual comments in-game (something that used be done via Miiverse) to remove things like untagged spoilers? Can you edit the course description line or tags/categories after a level has already been uploaded (for instance, to provide a level code for an updated version)? These are all things I hope to see answered before I make my first upload.
Dang, keydeath and the skipsqueaks not being able to toggle is a big bummer. Always hoping for updates, but those are the top of my personal list at the moment.
Almost answers the scenario I had in my mind. I don't actually know if Mario can go higher than the screen in vertical scrolling like in the base games, and if he'd bounce inside the pipe or not.It's answered in the video posted literally right after your comment haha
After thinking about it, I'm sure it's the same, but it doesn't actually answer the real question. Saving you having the key was a little less expected. The bigger question is if you get one coin, go through the checkpoint and then get another coin and the key and then die before hitting another checkpoint does it save the one key or start all over. This is the main thing that has never made sense and been a big issue.
This is the real problem, and that kind of level structure (coins, checkpoint, more coins, key door) is actually the reason that "if you've collected the key, just respawn at the checkpoint with the key" is an inelegant solution.
As a player it seems intuitive to me that if you grab four coins, hit the checkpoint, grab another six coins (and therefore the key), and then die, you should respawn with four coins, not zero. The problem is that this conflicts with the upload validation process (clear from every checkpoint), which presumes you are starting from zero—and that's probably why we haven't seen this fixed. (Simply respawning with the key would also create problems because then you can just take an intentional death as you grab the last coin, which breaks certain designs.)
While the video above didn't test this scenario, the fact that all the coins were reset is probably an indication that things still work the way they did in SMM1. We have some established (if imperfect) workarounds like safety coins, at least, but it's one of those things that has always felt clunky for everyone, and the safety coin system only makes sense to players familiar enough with Mario Maker to understand why it's there and why a trivial coin by the door should be saved for last.
Skipsqueaks not triggering things kiiiiiiiiinda bothers me.
GOD DAMMIT no restart at checkpoint and no change in Keydeath. Seriously, what the fuck Nintendo?!
No you need to ping Nintendo's servers to get access to itQuestion. I've never preordered or preloaded a Switch game. I will be out of town Friday and won't have WiFi access. Can I preorder this now and preload it and it will just unlock on Friday morning?
I believe it has to connect online to unlock it. But, it's probably unlocking at 9 PM PST Thursday if you can just pop it online real quick.Question. I've never preordered or preloaded a Switch game. I will be out of town Friday and won't have WiFi access. Can I preorder this now and preload it and it will just unlock on Friday morning?
Can someone explain Skipsqueaks and keydeath to me? Or the pipe stacking? What does this even mean?
I loved SMM but I never got so deep into the community, meta, or building to understand.
I believe its 1080p up until the Mario 3D world theme comes into play. Then its down to 900p docked. At least based on Digital Foundary's videoSo, I've heard the game isn't 1080/720? That... can't be right, surely...?
Key death — Usually, when you pick up X pink coins, hit a checkpoint, then die, you respawn at the checkpoint with X pink coins. But if you pick up X pink coins, hit a checkpoint, pick up all the remaining pink coins (which then transform into a key), then die, you respawn at the checkpoint with zero pink coins. This breaks a lot of locked-door designs and most players consider it a bug. In SMM2 it has not been fixed.
Skipsqueaks not triggering things kiiiiiiiiinda bothers me.
GOD DAMMIT no restart at checkpoint and no change in Keydeath. Seriously, what the fuck Nintendo?!
What's the point of taking away the ability to cover the starting arrow?
Pretty sure it's on the 26th
Which seems so weird, considering 3D World was 720p on a weaker system and while rendering a fully 3D environment.I believe its 1080p up until the Mario 3D world theme comes into play. Then its down to 900p docked. At least based on Digital Foundary's video
The cranium of a Skipsqueak is too soft to apply adequate pressure needed to activate a block. You fall asleep in class?Goddamn it. I had an entire level planned around Skipsqueaks hitting switches for you and now I cant make it.
Patch this shit in Nintendo.
Skipsqueaks not triggering things kiiiiiiiiinda bothers me.
GOD DAMMIT no restart at checkpoint and no change in Keydeath. Seriously, what the fuck Nintendo?!
What's the point of taking away the ability to cover the starting arrow?
not so weird when you consider Mario Maker 3D world is a very different beast. It has to be able to render quite a lot of elements at the same time depending on some creations.Which seems so weird, considering 3D World was 720p on a weaker system and while rendering a fully 3D environment.
What's a "six style unlock"?All those people expecting a six style unlock will get disappointed very soon.
Sorry, a sixth game style.
Ah, gotcha. Yeah I'm sure they'll save that for DLC and I'm totally fine with it.
I don't doubt that.Ah, gotcha. Yeah I'm sure they'll save that for DLC and I'm totally fine with it.
Ground tiles and solid blocks and a combination of those two work.Going back to the discussion about scroll locks, did we establish what does or doesn't constitute as a "solid wall" -- ie, bricks, etc?