In all seriousness Nintendo Party (like MP, but with different gameplay and all Nintendo franchises repped like in Smash) would be the coolest shit ever
Boards (and minigames, and playable characters) themed around Zelda and Animal Crossing and Starfox and F-Zero and Metroid and...
[editline]21st March 2015[/editline]
The boards would have different gameplay too. Zelda board has you finding pieces of the Triforce to combine and beat Ganon (first player to have all three at once wins, you can duel or sabotage other players to nab theirs), F-Zero has you competing to finish a number of laps first, Metroid has you exploring the board (randomly generated and shrouded in fog) to defeat a number of metroids, Starfox has tons of forks where which one you take is determined by whether you succeed or fail at a challenge, etc, etc, etc...
the idea of Bowser mode does interest me but i just wish there was a regular party mode
[QUOTE=Everything;47366080]In all seriousness Nintendo Party (like MP, but with different gameplay and all Nintendo franchises repped like in Smash) would be the coolest shit ever
Boards (and minigames, and playable characters) themed around Zelda and Animal Crossing and Starfox and F-Zero and Metroid and...
[editline]21st March 2015[/editline]
The boards would have different gameplay too. Zelda board has you finding pieces of the Triforce to combine and beat Ganon (first player to have all three at once wins, you can duel or sabotage other players to nab theirs), F-Zero has you competing to finish a number of laps first, Metroid has you exploring the board (randomly generated and shrouded in fog) to defeat a number of metroids, Starfox has tons of forks where which one you take is determined by whether you succeed or fail at a challenge, etc, etc, etc...[/QUOTE]
Wario board has you competing to make party game sequels by buying up developer spaces around the board.
[QUOTE=Everything;47366055]Everyone in a vehicle is basically a different game. It has advantages over the old way - it's quicker, for starters - but it's just too far removed to really feel like Mario Party anymore.
It should have been the start of a new "party" series. Nintendo Party?[/QUOTE]
Put car mode in Wii Party U or whatever it was called and return Mario Party to its glory.
MP2-esque boards and mini games + MP8-esque boards + some original stuff taking advantage of the gamepad would make a fucking perfect Mario Party game.
[QUOTE=RikohZX;47366580]Wario board has you competing to make party game sequels by buying up developer spaces around the board.[/QUOTE]
I hope you're not joking, that's brilliant
Reminds me of the board in 8 where you have to buy up hotels.
[QUOTE=Sift;47366955]Reminds me of the board in 8 where you have to buy up hotels.[/QUOTE]
Which is actually a complex parable on the folly of capitalism
I really hope that the next 3D Mario game doesn't fall into the NSMB/3D Land/World art style. For World the visuals are impressive but the art style most of the time is just so nothing. Even Super Mario 64 has a more interesting art style than it.
I also hope it does something new again, hopefully something more open. Give me exploration or give me death, the increasing linearity is starting to overstay its welcome.
It kinda feels like after Galaxy they went in a very safe direction that didn't make any big risks or stray close to the borders of the creativity box.
64 made a big toybox and gave you vague directions to run in. Sunshine made more concentrated paths and arrangements of the stage. Galaxy ditched the open-endedness to make one linear path in a semi-open stage. 3D Land/World have one direction to go and it's straight ahead, and there's nothing wrong with the merger of 2D and 3D but it's not very exciting. I'd like to go back to Sunshine or 64 again.
Oh, and I hope the movement physics are closer to Sunshine. Sunshine's were really tight and had a lot of weight, Galaxy was floatier and more forgiving and World and Land take an extension of that. Which works for its purposes but it lacks the fluidity of Sunshine. Your movement is so slow and by comparison, you can't get into the same smooth flow that Sunshine offered.
this has been your routine reds-wants-more-64 post
[QUOTE=Reds;47367364]IOh, and I hope the movement physics are closer to Sunshine. Sunshine's were really tight and had a lot of weight, Galaxy was floatier and more forgiving and World and Land take an extension of that. Which works for its purposes but it lacks the fluidity of Sunshine. Your movement is so slow and by comparison, you can't get into the same smooth flow that Sunshine offered.[/QUOTE]
Sunshine's physics were fantasistic. I would adore a game that is just filled with the Secret Cave platforming challenges.
Yeah it throws me off all the time playing newer Mario games because of how floaty it is. I play Mario World a lot and its difficult going to newer ones
Floaty, that's the word I was looking for.
In Sunshine you can get into a solid wave of motion but even when you don't stop moving in 3D World or Galaxy it still feels like you aren't any more fluid than start-and-stop platforming.
Weird, I wouldn't call 3D world floaty as it has a lot of momentum in everything you do- it even has platforms built in to give you momentum to toy with.
Then again I think the art style is fantastic and expressive to. Everything pops to life and the colors are super vibrant and the characters feel "alive" for the most part. Compare to a real lifeless artstyle like the NSMB series or most of the Mario Party games it really stands out. I personally don't see how Mario 64 feels more artistic in that regard as by todays standard it has nothing going for it except the absolutely most generic settings possible.
Also not sure if anyone cares but figured I'd give impressions of Mario Party. I've recently had some surgery done so won't be able to play it with friends for awhile as I'm recovering so this is from a solely 1player viewpoint. For frame of reference my favorites were 3, 4 and I liked 5.
Mario Party 10 returns to the car managment thing that everyone universally hated but they very clearly tried to fix it. It feels like they really want it to work and it shows because they stripped down a bunch of bullshit and filled it with more frequent minigames. In 9 it was possible to reach the halfway point of some boards without ever seeing one- now they seem to pop up every 4-5 turns unless there's a stage gimmick in the way.
Another way they tried to fix it is by making each board have a non-intrusive gimmick that actually uses [i]strategy[/i] to overcome. Old games were fun because in the later ones you could shit gimmicks onto every space on the board and slow it down with randomness but this feels more intellectual for lack of a better term. The hazards are presented very very clearly to you and the game seems to make sure each player can hot-potato the hazards to each other at any situation if you play smart. Out of the 5 maps I played (on Normal and Hard) I won all of them because I was able to handle every situation with what was given to me.
On Haunted trail I had a boo on me, had half my stars stolen and I was able to pull back into first with smart play and won at the end. The 0-1 dice block is possibly one of my favorite additions because passing your turn (if you roll a 0) and forcing the person in the lead to eat whatever trap feels great, while likewise seeing it used against you is panic inducing. This in mind I honestly, honestly feel MP10 is better then a lot of board wandering ones and a contender for the best of it's brand if it's what you're in the mood for. If you want random board hijinks nothing will beat 3 or whatever but if you want a smarter game I think it deserves a spot in your library.
It also helps a LOT of the minigames are really REALLY good. I don't think I've played one I straight up hated yet.
[QUOTE=EditOutJ;47367386]Sunshine's physics were fantasistic. I would adore a game that is just filled with the Secret Cave platforming challenges.[/QUOTE]
The SMG games are pretty much that.
[QUOTE=TectoImprov;47369408]The SMG games are pretty much that.[/QUOTE]
I meant with Sunshine's physic. I would also say that the platforming challenges were quite different between the Secret Caves and SMG.
Sunshine is probably my favorite Mario game, I'm not even joking.
I'm not all that good at platformers (I can still 100% the 3D ones, but mostly because I'm persistent, not skilled), so Sunshine's reduced emphasis on bottomless pits (aside from the challenge levels) was refreshing for me. The atmosphere was excellent too, the pleasant and warm visuals and the upbeat yet relaxing music, Isle Delfino is still my number one pick when it comes to fictional locations I'd actually visit if I could. When I was younger, sometimes I would just boot the game up to chill and explore some of the larger stages like Gelato Beach. So many good memories.
I'd say Super Mario 3D World is one of the best fixed/semi-fixed camera 3D platformers I've ever played, and Sunshine is the best free-cam 3D platformer I've played.
I think I can list, besides floatiness, just what's different.
Galaxy uses its space theming and spin jump for a more 'looser' feel, which benefits the Wii seeing as you don't have a second analog stick but rather an automatic camera to help your movements; they just can't afford precision well here. Meanwhile 3D Land/World are floaty more so for precision platforming, akin to the older Mario games where jumps were big and air control was tight. They want you to be able to turn in mid-air and hit what you're trying to aim for. 64 and Sunshine dialed down the air control and gave Mario proper momentum instead, physics that were platforming-capable without the landing/air precision and focused more on player capability and variable movesets within level design that wasn't all about prime platforming accuracy for the most part. Ontop of that, while FLUDD was one direct 'gimmick', it was more versatile than just a spinjump and was essentially a freeform, game-long power-up that ran on water amounts and nozzle changes rather than taking damage or some sort of timer. Not to mention, Sunshine had the benefit of the [i]C-Stick[/i] of the Gamecube controller, letting you move and see around you or aim FLUDD freely without issue; something that no other Mario game has to this point to such an extent, not even 3D World which just uses 8 notches of angles and usually locks the camera to a point.
They're all entirely different design philosophies despite the same core engine and base gameplay evolving over the course of the series.
I liked almost everything about Sunshine but how ugly the enemies looked. Everything just looked kinda freaky and diseased.
[QUOTE=Everything;47369635]Isle Delfino is still my number one pick when it comes to fictional locations I'd actually visit if I could.[/QUOTE]
Haha, same. Good times. The gamecube was the shit.
One thing I really loved about Sunshine was how you could see different levels in the background. I loved going to the level with the giant palm tree and just using the rocket nozzle to see how much of the Island I could see,
God I miss that game.
Got my SSB soundtrack disc.
You know how smb3d land and world bring back the racoon tail thing from smb3? Well, I feel that they should make a 3d game with the cape feather from super mario world. Like, open levels like in super mario 64, but larger through the power of the wii u, so you actually have to use the cape to fly around to get places quicker.
Super Mario 64 2, make it happen nintendo.
i think you mean super mario 65
[QUOTE=Ardosos;47372507]You know how smb3d land and world bring back the racoon tail thing from smb3? Well, I feel that they should make a 3d game with the cape feather from super mario world. Like, open levels like in super mario 64, but larger through the power of the wii u, so you actually have to use the cape to fly around to get places quicker.
Super Mario 64 2, make it happen nintendo.[/QUOTE]
I don't think it would ever work unless there's no bottomless pits or stage hazards on the floor or anything. I can't even imagine how the camera would handle trying to let you see the ground at the same time.
[QUOTE=Ardosos;47372507]You know how smb3d land and world bring back the racoon tail thing from smb3? Well, I feel that they should make a 3d game with the cape feather from super mario world. Like, open levels like in super mario 64, but larger through the power of the wii u, so you actually have to use the cape to fly around to get places quicker.
Super Mario 64 2, make it happen nintendo.[/QUOTE]
Here you go:
[T]http://videogamewriters.com/wp-content/uploads/2013/12/MarioCap-Wings.png[/T]
Seriously, it pretty much behave like the Cape, might as well stick with it if trying to implement it on a 3D stage similar to the SM64 ones.
[QUOTE=KnightRider25;47372946]Here you go:
[T]http://videogamewriters.com/wp-content/uploads/2013/12/MarioCap-Wings.png[/T]
Seriously, it pretty much behave like the Cape, might as well stick with it if trying to implement it on a 3D stage similar to the SM64 ones.[/QUOTE]
True, I'm just thinking about how 64 had it locked to certain levels (usually without pits in it) while in the new one you'd assuming bring it with you to other stages.
I'd prefer the cape to return over the wing cap, to be honest. They'd just need to add a mechanic to it so that you can't constantly fly up to invisible walls, which was a problem in Super Mario 64.
Starting to stall once you reach a certain altitude could work, and would be somewhat realistic for a glider.
The higher you go, the slower you move forward and the less altitude you gain. You fly fastest when you're close to the ground, so if you want to fly over an area quickly, you have to stay low. High risk, high reward.
The cape felt so awesome in Super Mario World that im afraid that Nintendo would ruin the feel of it in newer Marios.
So, in other news, [URL="http://t.co/1xoDqm5d7H"]look what just popped up for wii u preorders[/URL]
Now, this may not mean anything, cause listings can be faked all the time- but it's interesting that it popped up.
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