Oh god, please let us disable the twirl being on the same button as jump. It's awful. So bad. Please.
Are we talking about pressing the jump button in the air just before Mario touches the ground? Does that actually work?
I just loaded it up and I was coming in here to say that I can't believe that they kept the fucking trash ass save system from the WiiU version. Basically if you quit out before you beat a castle or a ship you have to go into the menu and hit quick save, it doesn't auto-save in the year of our Lord 2019. Nintendo, what the hell you doing?!Okay, so I just started playing this for the first time last night, and I have to ask, why is the save system fucking trash? I just lost like 3 completed levels of progress and 20 lives for no reason.
To do a short/low jump, you have to release the jump button after take-off to control the jump height.
But to then jump high off an enemy, you can hold the jump button before impact to ensure your hold is respected and you get the height.
It's common to hold the jump button in advance of landing on an enemy, knowing what you intend to do and reducing the chance of failing to have the hold recognised. This is how Super Mario has been for decades. I'd say this is similarly fundamental to the controls as being able to hold the direction you want to go next against a wall when coming up to a corner in Pac-Man (and Bomberman, etc.). The player is already thinking about the next thing and the game respects that preparedness.
In this version, if you press before you land, the button has been overloaded with a different action resulting in a very different outcome (commonly missing your target or platform).
But even outside of preparedness and play-style, if a player accidentally pushes jump a frame too soon, in the previous games that would not be punished, Mario would land, and could jump again immediately on the next frame once they had landed. Mario's controls have previously always been precise, but *forgiving*. Here though, Mario doesn't land, he spins in the air which prevents the player from re-inputting the jump command and course-correcting, messing up the flow completely (and quite likely resulting in overshoot/death).
To do a short/low jump, you have to release the jump button after take-off to control the jump height.
But to then jump high off an enemy, you can hold the jump button before impact to ensure your hold is respected and you get the height.
It's common to hold the jump button in advance of landing on an enemy, knowing what you intend to do and reducing the chance of failing to have the hold recognised. This is how Super Mario has been for decades. I'd say this is similarly fundamental to the controls as being able to hold the direction you want to go next against a wall when coming up to a corner in Pac-Man (and Bomberman, etc.). The player is already thinking about the next thing and the game respects that preparedness.
In this version, if you press before you land, the button has been overloaded with a different action resulting in a very different outcome (commonly missing your target or platform).
But even outside of preparedness and play-style, if a player accidentally pushes jump a frame too soon, in the previous games that would not be punished, Mario would land, and could jump again immediately on the next frame once they had landed. Mario's controls have previously always been precise, but *forgiving*. Here though, Mario doesn't land, he spins in the air which prevents the player from re-inputting the jump command and course-correcting, messing up the flow completely (and quite likely resulting in overshoot/death).
Okay, so I just started playing this for the first time last night, and I have to ask, why is the save system fucking trash? I just lost like 3 completed levels of progress and 20 lives for no reason.
I just loaded it up and I was coming in here to say that I can't believe that they kept the fucking trash ass save system from the WiiU version. Basically if you quit out before you beat a castle or a ship you have to go into the menu and hit quick save, it doesn't auto-save in the year of our Lord 2019. Nintendo, what the hell you doing?!
Besides challenge, is there any reason to get all the special coins?
Not replacing this shit-ass save system is about as lazy as you can get if you're gonna charge $60 for a game from two console generations ago.I just loaded it up and I was coming in here to say that I can't believe that they kept the fucking trash ass save system from the WiiU version. Basically if you quit out before you beat a castle or a ship you have to go into the menu and hit quick save, it doesn't auto-save in the year of our Lord 2019. Nintendo, what the hell you doing?!
Are the secret levels worth it? Or are they like most modern marios where it's just one long good level.
Are the secret levels worth it? Or are they like most modern marios where it's just one long good level.
Are the secret levels worth it? Or are they like most modern marios where it's just one long good level.
Do I need ALL the coins?It's multiple levels, not singular. It's like getting a bonus 9th world.
Why would they change the save system? It's the same one they use in all their "New" games. You can only save after a mid-castle or final castle. Otherwise if you intend to quit, you need to quick save, which saves your exact location and then quits. Once you beat the game you can save anywhere you want.Not replacing this shit-ass save system is about as lazy as you can get if you're gonna charge $60 for a game from two console generations ago.
Just picked it up. Never played the game on the Wii U so looking forward to checking out and seeing how it is
Just picked it up. Never played the game on the Wii U so looking forward to checking out and seeing how it is
I didn't own a Wii or a Wii U. This is my first experience with these games and I'm telling you it's a terrible save system. "Its always been that way" is not a valid excuse.Why would they change the save system? It's the same one they use in all their "New" games. You can only save after a mid-castle or final castle. Otherwise if you intend to quit, you need to quick save, which saves your exact location and then quits. Once you beat the game you can save anywhere you want.
Or I'm giving it a pass because it works perfectly fine. If you want to save, just click Quick Save. Is that really so difficult?I didn't own a Wii or a Wii U. This is my first experience with these games and I'm telling you it's a terrible save system. "Its always been that way" is not a valid excuse.
I swear, people always give Nintendo a pass on shit like this just because it's Nintendo.
Or I'm giving it a pass because it works perfectly fine. If you want to save, just click Quick Save. Is that really so difficult?
Until you tell me what is wrong with the save system, it's kinda hard for me to see your point. You can save whenever you want. You just can't save and then if you die a lot reload a quick save to regain those lives. That's not antiquated. That's by design.Ugh the save system and jump button twirling, Nintendo gotta Nintendo.
NES style password systems instead of saving also work fine. Doesn't mean they're a good way of doing things in 2019.
This is the perfect podcast game. Catching up on the Giant Bomb deliberations while playing.
Until you tell me what is wrong with the save system, it's kinda hard for me to see your point. You can save whenever you want. You just can't save and then if you die a lot reload a quick save to regain those lives. That's not antiquated. That's by design.
Personally I would hate that, this is how it's been since Super Mario Bros. 3 and I wouldn't want it to change.A massive fix for the game would be to kill the Lives system and when you die, immediately start again - like every other platformer.
Is there any objective design reason why the traditional lives system is better? I don't hate the classic system, but I definitely have been spoiled by modern platformers.Personally I would hate that, this is how it's been since Super Mario Bros. 3 and I wouldn't want it to change.
The lives system would be better in a game that wasn't designed to hand them out like candy. You'd have to decide whether to risk dying to get tough-to-reach coins or go for the hidden extra life.Is there any objective design reason why the traditional lives system is better? I don't hate the classic system, but I definitely have been spoiled by modern platformers.
I just loaded it up and I was coming in here to say that I can't believe that they kept the fucking trash ass save system from the WiiU version. Basically if you quit out before you beat a castle or a ship you have to go into the menu and hit quick save, it doesn't auto-save in the year of our Lord 2019. Nintendo, what the hell you doing?!
Until you tell me what is wrong with the save system, it's kinda hard for me to see your point. You can save whenever you want. You just can't save and then if you die a lot reload a quick save to regain those lives. That's not antiquated. That's by design.
Their old system incorporated no quick save option at all. This is their updated method. I agree though that they give so many lives that this shouldn't be a concern for them, but they do it anyway. I think they're incompetent at a lot of things, but this isn't one of them. This is just their design for the game. They also keep a running score going for some reason I'll never comprehend.If maintaining the currency of lives in an issue (and I'm not convinced it is with the amount they throw at you), then it's trivial to provisionally remove the life in the auto-save when you start a level, so reloading the save won't help you.
I think it's just because it's an old game and they wanted to spend as little time as possible on the port. Mario Odyssey thankfully uses transparent and asynchronous autosaving, so I think future 2D games will too.
I only made it into World 2 in NSMB2, so I've been playing that this week. Really enjoying it, too. I think people see this as the weakest. So that makes me look forward to U Deluxe a lot.
I think my issue with 2 was that it just felt a bit... souless? Getting the money target didn't do anything if I recall correct and the base levels didn't really blow me away. Raccoon feather was cool but that was about it. The DLC levels though... I absolutely loved those, especially the ones that were genuinely difficult, I really wish Super Luigi U was closer to those levels in difficulty.NSMB2 is actually not the worst, it just became old hat by release. It's definitely better then the first game at least.
2 is definitely much better than the first one.NSMB2 is actually not the worst, it just became old hat by release. It's definitely better then the first game at least.