I'm always looking to maximize the number of Yoshi kills my stages feature.
http://www.nintendoworldreport.com/rfn/41191/episode-445-i-made-a-stage-with-boos-in-it
The release of Super Mario Maker is at hand! And of course, with Nintendo finally putting a major game in our hands team RFN found itself beset with scheduling conflicts. Despite our many-faceted personal schedules, the release of Super Mario Maker is too big to pass up, so a truncated Mario Maker-only show is crewed by a truncated cast of Greg, Gui, and James. This troika of would-be Mario game designers dive into the experience of making, sharing, finding, and playing stages in Nintendo's do-it-yourself Mario toolkit. If you want to find us, here are our NNIDs:
And some of our friends:
If you're looking to share images captured from your Wii U or 3DS to promote your stages on Twitter or Facebook you can use i.nintendo.net.
Next week we'll return to business as usual at Radio Free Nintendo, with a healthy dose of listener mail and conversation featuring a more diverse line-up of new titles than we've seen in quite a while. If you have questions, comments, Super Mario Maker stages, or suggestions you can send them to the RFN mailbag. Remember, we can't talk about it if you don't ask! You can also send us your suggestions for music to use at the end of the show.
Just a final reminder: voting closes on September 24 for our Mario Maker-inspired RetroActive Jr. It is shockingly close, so hurry and get your votes in now.
Discussion about Mario Maker confirmed all my fears - that it's a playground for no talent design hacks to troll each other, with way more self-playing levels than anyone should ever care about.
The fact that ratings aren't really indicative of quality, that discovery is problematic right now so you probably spend more time looking for good levels than playing them, and that very few people will be going back and replaying levels multiple times to see what secrets they hold has convinced me that (despite being high quality and a cool concept) it's simply not worth buying right now. Congrats to all those who enjoy the game for what it is, but it's not for me.
Maybe I'll reconsider when the price is less than $80+ (after taxes)...
my issues with the lack of faithful recreation of engines go a bit deeper. the lack of ability to spin-jump on grinders, the lack of double grab or vine grab, the lack of ability to control vertical swim speed by holding up or down on the D-pad in Super Mario World are kinda stark things that have prevented me from making even some basic replications of things I've seen done with a certain program that kinda sounds like 'Tuner Pagent'. I welcome some things like an aleviation of SMB1's awful and stiff mechanics, but other things like how awkward the racoon leaf feels with how quickly the button has to be hit to maintain the slow fall speed or differences in how long it takes for the P meter to fill up are much more minor but still off quirks to myself. even some of the things with New SMB dont' feel quite right. the ground pound and propeller hat drill drop feel a little odd...
What they HAVE managed to replicate does feel good. it's not like something like Sonic 4 where the basic laws of physics the series predicated itself on before are just gone.
Of the levels I've made thus far, I feel like only one of them was meant to truly troll and the other ones were me trying to make levels with a hook and an underlying theme. they do seem to tend towards difficult, as I want to make levels that can still catch me unawares if I'm really slacking off.
Auto-Mario levels are something I'm fine with, as usually it means I can get up and refill my drink whenever i happen to hit one during a 100 mario challenge. I have been playing a lot of expert 100 Mario Challenge, and so I get a lot of troll levels. my rule is that I throw 5 lives at a level before I give it the Gong Show treatment (by the way, PERFECT analogy, Greg.), but more often than not I'll spend 10 because I really do want to see someone's vision with a level, even if it's stupid. (like levels using the recently exposed mechanic on Gamexplain to glitch yourself invincible via a door set on spikes, or a level that starts off with a thwomp 2 inches above mario's head and a pirhanna plant right in front of him).
and at the end of the day, I do try to leave constructive criticism, or at least a stupid doodle. a couple of the podcast folk have already gotten my stupid doodles.
A good suggestion i have is to try and follow indie devs on twitter who have the game. I've been getting levels from Stevie DiDuro, the guy who developed Freedom Planet.... and he's done a semi-decent job of trying to make some of his levels from his game in Super Mario Maker, abeit without the flow of a game that has smooth hills and such. I have a BLAST playing his Freedom Planet remake levels and putting on in my headphones music from Freedom Planet.
... maybe I should be playing Freedom Planet instead of this.
oh, and uh... this game is really good and I've been having fun making and playing stuff. if you institute my 5 lives rule on some expert 100 Mario Challenge, you may find a real challenge and some levels that you love!
Did you just say Super Mario Bros 1 has awful and stiff mechanics!!!!!
That game is tight as hell when it comes to controls. If an HD TV and Wii VC is all you ever played this game on then your grossly misinformed.
I play this game regularly on an old TV and trust me the controls are not “awful and stiff”.
Yes is different from other Mario games that came afterwards for sure but I’m played a million hours of Super Mario Bros going back to the 80’s and while many NES games had bad controls SMB is not one of them.
SMB1 has only aged SLIGHTLY better than contemporaries like The Legend of Zelda, Metroid, Kid Icarus, Ice Climber, etc. it is still by all technical means playable, but it does not feel good to play. It has never felt particularly good.Please try to go back and play any one of those games you just listed, without the rose tinted goggles. You will find that Super Mario is light years ahead in terms of controls. ESPECIALLY ICE CLIMBERS.
Did you just say Super Mario Bros 1 has awful and stiff mechanics!!!!!
That game is tight as hell when it comes to controls. If an HD TV and Wii VC is all you ever played this game on then your grossly misinformed.
I play this game regularly on an old TV and trust me the controls are not “awful and stiff”.
Yes is different from other Mario games that came afterwards for sure but I’m played a million hours of Super Mario Bros going back to the 80’s and while many NES games had bad controls SMB is not one of them.
Sorry for the bit of hyperbole, but I gotta say that SMB1 and by extension all the myriad level packs out there for it (SMB Special, Nippon Nights SMB, Vs. Super Mario Bros, the game that Hiroshi Yamauchi demanded Tezuka make into SMB2) do not feel NEARLY as tight as any of the games that would follow. More than ANY othe game, I fear trampoulines in SMB1's engine. I do not touch them. ever. I do not swim down holes for coins because of the magical vaccum effect. my butthole clenches coal into diamond with every other jump in World 8 because I never felt like on an NES, on SUper Mario All-Stars, on Wii U VC, on 3DS VC, on the playchoice 10, or on any other place I've played SMB1 that mario was going to jump when I hit the jump button, that he was going to make the jump or awkwardly hitch on something, or if I'd feel the need to abort a bad jump OH WAIT YOU CAN'T.
If you are going to give me stiff jumping controls, do NOT do it in a momentum based environment! I don't mind games that you have to commit to getting an engagement ring with your jump arcs like Ghosts n' Goblins or Castlevania or La Mulana because there's no momentum there. I'm not building up speed for a jump I may or may not make, and I feel like results are repeatable there.
SMB1 has only aged SLIGHTLY better than contemporaries like The Legend of Zelda, Metroid, Kid Icarus, Ice Climber, etc. it is still by all technical means playable, but it does not feel good to play. It has never felt particularly good. was it revolutionary? Yes, very much so! Does mario still wear ****-brown overalls and have an ugly notched nose? Hells the **** no! I will take Doki Doki Panic, SMB3, or SMW ANY Day over SMB1.
that's actually the trampouline I'm talking about. it is frightful how much I gamed overed trying to get up there because I thought there'd be something better than coins waiting up there for me.
I've... honestly got myself in a lot of hot water. I actually think Metroid is more responsive control-wise than SUper Mario Bros, but that might just be the slower pace to it? ... and besides maybe Ice Climber, I'd legit go back to these titles. I'm the only one in my group of RL friends who's really beaten NES Metroid or Kid Icarus without a password.
I remember a lot of frustration and playing Duck Hunt instead with SMB1. or World-Class Track Meet. I didn't like playing it in all stars, and I remember in middle school getting SMB Deluxe on my GBC, and mostly messing with the stupid Bowser Fortune teller mini-game or the boo races because they were preferable to playing SMB2 especially.
I'm deeply sorry if you think I'm a stupid kid (I think I'm either the same age or slightly older than James Jones, actually.) or spoiled or something. I've played stuff with tricky controls like Super Metroid and appreciated it. I just do not think Super Mario Bros. I got my NES when I was 4. It had this game with it along with some others. I think besides Operation Wolf and Mighty Bombjack, I had beaten all my NES games I had gotten with it. I actually never beat SMB1 until all-stars, and not the NES version without warps until about 2002 when I had a friend over one night. It felt like I got lucky. Lucky that Hammer Bros. patterns agreed with me, lucky that I made that stupid jump in 8-2 (you know the one; it's got a bill launcher right in front of a gap and a single block piece of ground before a screen-wide jump) without eating a bullet bill or a spiny, Lucky that I made it through 8-4 with a fire flower, which is the only sure-fire way to get through the endless stream of hammers that gets thrown during that final bowser fight.
It is of my PERSONAL OPINION thatthe games made in that particular engine have never been tight or responsive. they're perfect for running ahead and memorizing the levels, but god forbid if you ever have to come to a stop, make a mistake, or have to interact with a trampouline.
WOWOWOW what happened here?
That's like, my opinion man.
Anyway, if you guys want to post Course ID's I'll try to get through em.
WOWOWOW what happened here?
That's like, my opinion man.
Anyway, if you guys want to post Course ID's I'll try to get through em.
I never said you were stupid. Lack of knowledge doesn't mean stupid.
Though i'm baffled that anyone would ever think that Metroid controls better than SMB. But it's all opinion I guess.
That trampoline part in world 3 is hard as hell and i still don't nail it 100% but man it feels good when you get it and it's all skill. You don't get in between those blocks by accident.
Yeah the reward might be coins but you tend to forget that in the original Super Mario Bros coins actually MATTER!
Sure now that the game is older and you know every single 1-up and every warp pipe maybe coins don't matter as much but when this game came out it wasn't a given that you would beat the game with the lives you had.
This isn't New Super Mario. So you had to stop and collect every coin and break every block looking for coin blocks or even the rare (back then) 1-up!!
Most people who played this game in context of when it came out will probably see it the same way.
This is a silly reason to not get the game. The Podcast like RFN fashion concentrated more on what’s missing/wrong than what the game does right which is a WHOLE lot.Whoa, is that true? That's not how I remember the discussion going at all! I need to listen to it.
This is a silly reason to not get the game. The Podcast like RFN fashion concentrated more on what’s missing/wrong than what the game does right which is a WHOLE lot.Whoa, is that true? That's not how I remember the discussion going at all! I need to listen to it.
I never said you were stupid. Lack of knowledge doesn't mean stupid.
Though i'm baffled that anyone would ever think that Metroid controls better than SMB. But it's all opinion I guess.
That trampoline part in world 3 is hard as hell and i still don't nail it 100% but man it feels good when you get it and it's all skill. You don't get in between those blocks by accident.
Yeah the reward might be coins but you tend to forget that in the original Super Mario Bros coins actually MATTER!
Sure now that the game is older and you know every single 1-up and every warp pipe maybe coins don't matter as much but when this game came out it wasn't a given that you would beat the game with the lives you had.
This isn't New Super Mario. So you had to stop and collect every coin and break every block looking for coin blocks or even the rare (back then) 1-up!!
Most people who played this game in context of when it came out will probably see it the same way.
I'm glad we're at least cool and all. I probably killed a lot of my credibility in this exchange, huh?
This is a silly reason to not get the game. The Podcast like RFN fashion concentrated more on what’s missing/wrong than what the game does right which is a WHOLE lot.Whoa, is that true? That's not how I remember the discussion going at all! I need to listen to it.
Just as I mentioned I found the look of the enemies' motion in the New SMB set slightly bothersome, I explicitly said the enemy frame rate was a "really trivial" issue. It was merely an observation from my experiences playing the game without a negative tone attached to it, properly contextualised and made in a lighthearted way largely at my own expense rather than the game's.
Just as I mentioned I found the look of the enemies' motion in the New SMB set slightly bothersome, I explicitly said the enemy frame rate was a "really trivial" issue. It was merely an observation from my experiences playing the game without a negative tone attached to it, properly contextualised and made in a lighthearted way largely at my own expense rather than the game's.
I’m amazed you can spot that. I went back to the game and tried to noticed it and couldn’t. Though one thing I do wish the game had was Mario 3/World style boss fights where you stomp their head 3 times and then you pass the level.
I made this level specifically for you.
Yoshi’s Ultimate Sacrifice…
7204-0000-005b-9340
Just as I mentioned I found the look of the enemies' motion in the New SMB set slightly bothersome, I explicitly said the enemy frame rate was a "really trivial" issue. It was merely an observation from my experiences playing the game without a negative tone attached to it, properly contextualised and made in a lighthearted way largely at my own expense rather than the game's.
I’m amazed you can spot that. I went back to the game and tried to noticed it and couldn’t. Though one thing I do wish the game had was Mario 3/World style boss fights where you stomp their head 3 times and then you pass the level.
I made this level specifically for you.
Yoshi’s Ultimate Sacrifice…
7204-0000-005b-9340
You had to put lava in there to make Yoshi's (repeated) demise all the more heartbreaking - not even Neal did that!