• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.

Pre-Release Super Mario Bros. Wonder — Pre-release Discussion Thread

Status
Not open for further replies.
My initial reaction is that this is a loss. I wonder if the actual feeling of playing together as a team vanishes a bit through this decision, because you cannot interact with each other. While it does allow for more free level design, a lot of fun of playing together comes in my opinion from screwing each other over or helping someone reach a higher platform by allowing them to jump on your head. If you want to play this game seriously with friends that was already perfectly possible as long as the team had the right mindset, but I don't think removing the chaos element of the game is the way to go.

As a counterpoint though, there does seem to be interaction possible with Yoshi and Yoshi is a standalone character, so who knows, collision might also be turned off for specific sections only.
personally I see this as a win if this means the levels are actually more designed for solo play and multiplayer is more seen as a bonus this time around. Hence why you wouldn't have collision if the levels are a bit "more cramped" compared to the New Super Mario games.

Also the Wonder Flower setpieces will already bring plenty of chaos so adding on the collision between players might have been deemed too much and way less fun in practice.
 
3D Mario already looked hella creative, look at Mario Odyssey. They're not gonna go back to the more safe look of 3D World.
SM3DWorld is by far the most whimsical entry in the series, with SM3DLand up there, too. It had multiplayer for the first time in the 3D series, new stage settings (Circus, Rainbows, Trains, Champion Road, Mario Kart-inspired stage), you didn't have to save Peach, environmental interaction through the GamePad, Clear Pipe traversal, World Map interaction, and a very small element featuring Captain Toad, where a whole spin-off game was created on the back of it. I remember the reactions at the Old Old Place - It was initially derided as a "3DS up-port", but that's been proven wrong over the years because it has, to my mind, graphics ahead of its time, and some of the best in the last decade. Its influence and aesthetic inspiration are deeply apparent in games such as New Super Lucky's Tale, Astrobot and Sackboy, with the latter two being a couple of Cat Suits short of straight-up imitation. There was nothing "safe" about it. Hayashida described it as a "grand culmination of ideas from past entries".
 
SM3DWorld is by far the most whimsical entry in the series, with SM3DLand up there, too. It had multiplayer for the first time in the 3D series, new stage settings (Circus, Rainbows, Trains, Champion Road, Mario Kart-inspired stage), you didn't have to save Peach, environmental interaction through the GamePad, Clear Pipe traversal, World Map interaction, and a very small element featuring Captain Toad, where a whole spin-off game was created on the back of it. I remember the reactions at the Old Old Place - It was initially derided as a "3DS up-port", but that's been proven wrong over the years because it has, to my mind, graphics ahead of its time, and some of the best in the last decade. Its influence and aesthetic inspiration are deeply apparent in games such as New Super Lucky's Tale, Astrobot and Sackboy, with the latter two being a couple of Cat Suits short of straight-up imitation. There was nothing "safe" about it. Hayashida described it as a "grand culmination of ideas from past entries".
Thank you. 3D World is one of my favourite games of all time tbh, I adore it. And from a visuals pov, whereas Odyssey can look rough in places, the look of 3D World is so clean and nice to look at.
 
nah. there's no reason to remove the timer if they're keeping all of the other hud elements

True. I even went through the announcement trailers for the other Mario games and they all had the timer. So yep, seems like it’s definitely gone here and that is very exciting. That freedom to explore without feeling rushed like the DKC games is a welcome improvement and hopefully allows for even more secrets to be discovered.
 
Last edited:
SM3DWorld is by far the most whimsical entry in the series, with SM3DLand up there, too. It had multiplayer for the first time in the 3D series, new stage settings (Circus, Rainbows, Trains, Champion Road, Mario Kart-inspired stage), you didn't have to save Peach, environmental interaction through the GamePad, Clear Pipe traversal, World Map interaction, and a very small element featuring Captain Toad, where a whole spin-off game was created on the back of it. I remember the reactions at the Old Old Place - It was initially derided as a "3DS up-port", but that's been proven wrong over the years because it has, to my mind, graphics ahead of its time, and some of the best in the last decade. Its influence and aesthetic inspiration are deeply apparent in games such as New Super Lucky's Tale, Astrobot and Sackboy, with the latter two being a couple of Cat Suits short of straight-up imitation. There was nothing "safe" about it. Hayashida described it as a "grand culmination of ideas from past entries".

The reveal trailer for 3D World didn’t do it much justice to be honest. Nintendo were struggling to deliver games which provided a next gen experience on Wii U and people were expecting a grand free roaming game, like Odyssey, to take advantage of the new hardware. That reveal for 3D World made it look like a simple step up from the 3DS game, so many people were initially quite apprehensive. By the time of the launch trailer though a lot of people had been persuaded as it really showed off just how much of a good platformer it was going to be. Unfortunately some people still don’t give the game the credit it deserves with IGN giving the Switch version a 7.5 out of 10 and basically lambasted it for not being like the other 3D Mario games.

Reveal

 
I've posted my thoughts elsewhere but I should probably make them a little more readable by putting them on here. This is:

Mondo's Wonderful World Map and Level Order Ramblings!

TL;DR? I don't think the standard world progression applies to Wonder, and levels are simply placed on the map relative to their level theme. Alternatively, what we assume is "World 1" is just the first half of the full first World. Leaning toward the first option.



Let's start with our the short scene showing our "first world":

tpct3H0.png
yzWSUXA.png
fJq0fV9.png

The crucial initial observations from this alone:
  • Grey squares are not stages, simply stopping points on the map.​
  • Cleared levels are denoted by a permanently lit up blue circle; uncleared leveled are denoted by a flashing red circle.​
  • At this stage of the game Luigi has only cleared the first level of the game, 'Welcome to the Flower Kingdom!'. From this level he has obtained two Wonder Seeds, and that's as many as he has up in the HUD. The second level, 'Piranha Plants on Parade', also features two wonder seeds to collect. Whether this is the standard count or the number will increase with more difficult levels (note that both are one star) remains to be seen.​
  • Much like the New Super Mario Bros. series the area surrounding the level on the map somewhat lines up with what appears in the level itself.​
What you see is what you get; this "first world" only has three stages on the map. All three stages are easily noticable within the footage of the trailer itself too. In order below: the first stage we spend a lot of the trailer focused on, introducing the Elephant power-up and Wonder Flowers in a multi-faceted tutorial. We also see the Mushroom Kingdom in the background at the very start of the stage, an easy way to denote the start of the adventure. The second stage goes beyond saying, we see it on the world map. The third level, featuring the new hippo creatures, is fairly easy to place too: not just due to the shared level theme with 1-1 (which is also the case with 1-3's placement on the world map) but because the hills in the background have physically gotten closer, again much like how the level is placed on the world map.

C5lVYHG.png
P3DkCor.png
hqx554P.png

That's all pretty weird though; a world made up of just three levels, with no fortress or castle at that, is incredibly abnormal. This next screenshot will be crucial to making sense of things though:

YWpjV6P.png

We see that the flower pads on the world map are used to traverse to the next section of the map. Typically I would call this going to the next world, but i'll explain why i'm not so sure. There's some other elements worth addressing too:
  • The players have 14 Wonder Seeds; a lot more than the collective four you'll find in the first few levels, and I doubt the hippo level suddenly has 10 hidden away. Luckily there is a clear answer:​
  • If you look into the canyon area in the background (which we'll get a much better look at following this), you'll notice that the path progressing past our Toad stand-in's House is already unlocked. This means the extra Wonder Seeds are certainly from levels later in the game; they've simply backtracked for the sake of getting this trailer shot. This is notable because...​
AYNBLVm.png
KFcq7DF.png
  • We see the path locked in our close up shot of this segment of the map.​
  • Not only that, there doesn't appear to be any level in this segment of the map at all, simply the "Toad" House. It seems to be a location you'll be required to visit before moving forward on the map.​
  • The dotted line suddenly ends after the next grey square; nothing to suggest it continues on past that point. Which is where the final scene we see of the world map comes into play:​
Yr9eEjN.png
eqmU8mz.png
  • There's a stretch of map here that features zero dotted lines, with multiple stages (or other locations of note; a sign-post featuring a Wonder Seed and another at the top of the screen) with no line connecting them. How could they be accessed, unless there is a free roaming element to the map in addition to more linear segments?
    • As such, they grey square in the canyon would be the beginning of one such area, where there are multiple (optional?) levels to pick from at a time. This would recontextualise the earlier grass area as a tutorial before entering the real meat of the game; whether that be the rest of "World 1" or a more open map than usual without the typical world seperatation, simply level theme and difficulty. This is where the TL;DR from earlier comes from if you're keeping track. The progression in this game is absolutely not like a typical 2D Mario.
  • Other things of note while we're here, before we get into the level theme speculation:
    • There are three visible levels up in the clouds so far, plus our two afformentioned smaller circles. Two of these stages are seemingly not connected to any path; but the last in top left is connected to a path that is not yet unlocked, as the level has not yet been completed. The path in the bottom left on the other hand appears already unlocked with no level attached.
    • There is one more icon briefly seen to the far right at the very start of this shot. I do not beleive this is a regular level though; the circle appears to be smaller like other two bonus circles, and it does not appear to be flashing in unison with the rest of the uncleared levels (as is the case with all of the clearly visible levels both in this shot and the earlier grass area shot). No clue what in particular it would be.
    • The area below the clouds appears to be snow-themed. That's in line with a few levels seen elsewhere in the trailer, which we'll get to.
This is the part i'm going to put in spoiler tags, to not take up too much of this page with an endless barrage of images. If you're satisfied with the world map sleuthing you can stop here; this part will be more about connecting together level themes out of the footage shown, starting with levels taking place in our favourite pipe mountain canyon:

ckhHFoL.png
B2arIfL.png
wlqPEFi.png

These three levels all prominently feature the pipe mountains in the background, and also feature the same dark brown grass floor tiles (can't be seen in the screenshot I picked for the first level, but it's there). There's nothing stopping the stampede Wonder Event from being part of the latter two levels from what we know so far, but i'm assuming they are seperate for now due to the uniqueness of tree platforms (and the other two scenes already appear to have their own level gimmicks). There's one more screen that features the pipe mountains, and it's tied to two other screens in the trailer:

l0UFDHo.png
Wglkvky.png

The first forest scene features a few pipes few and far between; appears to be further away from the mountain now, no longer within that area of the map. We've actually seen this forest on the map; going back to the shot of the cast riding flowers:

lDds7CE.png

Beyond the canyons in the very background, you can see plenty of trees. To the right of that there is what looks to be a giant question block, which lines up with another set of levels spotted in the trailer:

Nzggxgd.png
VZaYaCq.png

Both of the clear desert areas appear to have a giant block motif in the background; a question mark block in the first, and some empty blocks in the second. The clear presence of sand and pyramids is another connecting factor for these two scenes. One unrelated note I have here that applies to some earlier screens too: the bottom of the screen is darkened when the pit below is bottomless, as seen in the Toad screenshoot. Pretty simple visual indicator to tell you when going downward is not a good idea.

There's so many levels, and there's not as much to sepculate about with map placement from here on, so i'm going to do a bit of a lightning round with the final batch, with short comments underneath the barrage of images. Are you ready? I wasn't, since I ran into the image limit while making this and had to combine all of these into a single picture. Whoops!

Es6N9iO.jpg
  • Two beach levels with the same notable background structure. We haven't seen where this goes on the map yet, but the two stages are clearly connected to one another.
  • Two levels clearly taking place high above the clouds; possibly in the cloud segment of the world map shown earlier. The first screen has white mounds peeking out of the clouds; that would line up with the snow world below, but also look closer to the pyramids from the desert. Not 100% sure.
  • These two levels both feature the same type of clouds and background structures, just far closer to the player in the second example. Not sure what the level theme is supposed to be there, but clearly not anything natural.
  • Two scenes with snow present. The second also has gears present in the background. Maybe they are connected to the prior level theme; a mix of the traditional snow level theme with a factory / mechanical theme? Kirby already did that, but it would still be fun if accurate.
  • We're into the leftovers now:
    • The first underground area we see. The small peek at the surface at the start of the cliff appears to have icicles, so I want to place this as part of the snow area, but i'm just not certain.
    • Another screen that appears to be underground; with poison, a lot of pipes and some overgrown plantlife. No easy clue to go off.
    • This area with giant mushrooms fits in thematically with the look the canyon and desert but doesn't have any notable background features from either. Not sure where to place it for that reason.
    • An interior scene; has a door and that foreground pipe mechanic. Doesn't tell us anything about where it could go on the map; certainly doesn't fit any area we can visibly see in the trailer.
and our grand finale:

8b7b407cf5a660e3140f8c8ff9adc195a3a157c0cba06de5f75f0810eb772418.jpg
C0vpk49.png

This scene outside of Bowser's flying castle. Given the presence of a Wonder Effect I can't use the pallette to place where example this takes places, but to me it seems like it takes place in the clouds moreso than any other setting we've seen. The boss fight against Bowser Jr. naturally takes place inside this castle; but I don't think it needs to be in this particular location. We don't know enough about the game to make a definitive call on that.

Whew; that took awhile. There's a lot to see in the trailer; way more than I realised in the first viewing at least. Hope this was at least entertaining to read!
 
Worth mentioning that the end of the trailer shows that you don't get a 1-UP for reaching the top of the flagpole anymore. You don't seem to get a 1-UP for stomping 7 enemies in a row either.

Could mean that lives are less plentiful this time around.
 
Last edited:
When this was announced I saw people saying “omg the bah bah bah music is still here” and I was confused. I listened to the song again and I haven’t heard it. Am I missing something?
 
When this was announced I saw people saying “omg the bah bah bah music is still here” and I was confused. I listened to the song again and I haven’t heard it. Am I missing something?
People heard acapella and thought this was something New Super Mario Bros brought first to the series in general (even though it doesn't even count as acapella with the "BAHS")
 
Surprised to see people say it looks like NSMB. Visually, sure, somewhat. However this one trailer showcased so much more.
Remember the Van Gogh level in NSMBU and how it's an example of "style" in NSMB? Sure, it would be nice if the whole game looked better, but NSMB always had another problem: that very level has very barren gameplay: it's just pipes and Boos over a swamp.
This game might not look like some people want 2D Mario to look like, but it has more "new" to it than every NSMB Mario combined. Think of their marketing: if this were a NSMB title, they'd just go all out with elephant power up, like the squirrel suit or the gold coins for previous New Marios. Here, it's like 1/15th of the trailer which features time attacks, parallel worlds, new enemies, multiple new abilities, just straight-up weird stuff that we know nothing about.
I'm excited!
Precisely. New was a good basis imo, the problem was they stayed too conservative designing their levels. There were some unique levels but were very rare. Wonder looks a very bold step and the biggest shake up in the 2D Mario formula since SMW.
 
0
I've posted my thoughts elsewhere but I should probably make them a little more readable by putting them on here. This is:

Mondo's Wonderful World Map and Level Order Ramblings!

TL;DR? I don't think the standard world progression applies to Wonder, and levels are simply placed on the map relative to their level theme. Alternatively, what we assume is "World 1" is just the first half of the full first World. Leaning toward the first option.



Let's start with our the short scene showing our "first world":

tpct3H0.png
yzWSUXA.png
fJq0fV9.png

The crucial initial observations from this alone:
  • Grey squares are not stages, simply stopping points on the map.​
  • Cleared levels are denoted by a permanently lit up blue circle; uncleared leveled are denoted by a flashing red circle.​
  • At this stage of the game Luigi has only cleared the first level of the game, 'Welcome to the Flower Kingdom!'. From this level he has obtained two Wonder Seeds, and that's as many as he has up in the HUD. The second level, 'Piranha Plants on Parade', also features two wonder seeds to collect. Whether this is the standard count or the number will increase with more difficult levels (note that both are one star) remains to be seen.​
  • Much like the New Super Mario Bros. series the area surrounding the level on the map somewhat lines up with what appears in the level itself.​
What you see is what you get; this "first world" only has three stages on the map. All three stages are easily noticable within the footage of the trailer itself too. In order below: the first stage we spend a lot of the trailer focused on, introducing the Elephant power-up and Wonder Flowers in a multi-faceted tutorial. We also see the Mushroom Kingdom in the background at the very start of the stage, an easy way to denote the start of the adventure. The second stage goes beyond saying, we see it on the world map. The third level, featuring the new hippo creatures, is fairly easy to place too: not just due to the shared level theme with 1-1 (which is also the case with 1-3's placement on the world map) but because the hills in the background have physically gotten closer, again much like how the level is placed on the world map.

C5lVYHG.png
P3DkCor.png
hqx554P.png

That's all pretty weird though; a world made up of just three levels, with no fortress or castle at that, is incredibly abnormal. This next screenshot will be crucial to making sense of things though:

YWpjV6P.png

We see that the flower pads on the world map are used to traverse to the next section of the map. Typically I would call this going to the next world, but i'll explain why i'm not so sure. There's some other elements worth addressing too:
  • The players have 14 Wonder Seeds; a lot more than the collective four you'll find in the first few levels, and I doubt the hippo level suddenly has 10 hidden away. Luckily there is a clear answer:​
  • If you look into the canyon area in the background (which we'll get a much better look at following this), you'll notice that the path progressing past our Toad stand-in's House is already unlocked. This means the extra Wonder Seeds are certainly from levels later in the game; they've simply backtracked for the sake of getting this trailer shot. This is notable because...​
AYNBLVm.png
KFcq7DF.png
  • We see the path locked in our close up shot of this segment of the map.​
  • Not only that, there doesn't appear to be any level in this segment of the map at all, simply the "Toad" House. It seems to be a location you'll be required to visit before moving forward on the map.​
  • The dotted line suddenly ends after the next grey square; nothing to suggest it continues on past that point. Which is where the final scene we see of the world map comes into play:​
Yr9eEjN.png
eqmU8mz.png
  • There's a stretch of map here that features zero dotted lines, with multiple stages (or other locations of note; a sign-post featuring a Wonder Seed and another at the top of the screen) with no line connecting them. How could they be accessed, unless there is a free roaming element to the map in addition to more linear segments?
    • As such, they grey square in the canyon would be the beginning of one such area, where there are multiple (optional?) levels to pick from at a time. This would recontextualise the earlier grass area as a tutorial before entering the real meat of the game; whether that be the rest of "World 1" or a more open map than usual without the typical world seperatation, simply level theme and difficulty. This is where the TL;DR from earlier comes from if you're keeping track. The progression in this game is absolutely not like a typical 2D Mario.
  • Other things of note while we're here, before we get into the level theme speculation:
    • There are three visible levels up in the clouds so far, plus our two afformentioned smaller circles. Two of these stages are seemingly not connected to any path; but the last in top left is connected to a path that is not yet unlocked, as the level has not yet been completed. The path in the bottom left on the other hand appears already unlocked with no level attached.
    • There is one more icon briefly seen to the far right at the very start of this shot. I do not beleive this is a regular level though; the circle appears to be smaller like other two bonus circles, and it does not appear to be flashing in unison with the rest of the uncleared levels (as is the case with all of the clearly visible levels both in this shot and the earlier grass area shot). No clue what in particular it would be.
    • The area below the clouds appears to be snow-themed. That's in line with a few levels seen elsewhere in the trailer, which we'll get to.
This is the part i'm going to put in spoiler tags, to not take up too much of this page with an endless barrage of images. If you're satisfied with the world map sleuthing you can stop here; this part will be more about connecting together level themes out of the footage shown, starting with levels taking place in our favourite pipe mountain canyon:

ckhHFoL.png
B2arIfL.png
wlqPEFi.png

These three levels all prominently feature the pipe mountains in the background, and also feature the same dark brown grass floor tiles (can't be seen in the screenshot I picked for the first level, but it's there). There's nothing stopping the stampede Wonder Event from being part of the latter two levels from what we know so far, but i'm assuming they are seperate for now due to the uniqueness of tree platforms (and the other two scenes already appear to have their own level gimmicks). There's one more screen that features the pipe mountains, and it's tied to two other screens in the trailer:

l0UFDHo.png
Wglkvky.png

The first forest scene features a few pipes few and far between; appears to be further away from the mountain now, no longer within that area of the map. We've actually seen this forest on the map; going back to the shot of the cast riding flowers:

lDds7CE.png

Beyond the canyons in the very background, you can see plenty of trees. To the right of that there is what looks to be a giant question block, which lines up with another set of levels spotted in the trailer:

Nzggxgd.png
VZaYaCq.png

Both of the clear desert areas appear to have a giant block motif in the background; a question mark block in the first, and some empty blocks in the second. The clear presence of sand and pyramids is another connecting factor for these two scenes. One unrelated note I have here that applies to some earlier screens too: the bottom of the screen is darkened when the pit below is bottomless, as seen in the Toad screenshoot. Pretty simple visual indicator to tell you when going downward is not a good idea.

There's so many levels, and there's not as much to sepculate about with map placement from here on, so i'm going to do a bit of a lightning round with the final batch, with short comments underneath the barrage of images. Are you ready? I wasn't, since I ran into the image limit while making this and had to combine all of these into a single picture. Whoops!

Es6N9iO.jpg
  • Two beach levels with the same notable background structure. We haven't seen where this goes on the map yet, but the two stages are clearly connected to one another.
  • Two levels clearly taking place high above the clouds; possibly in the cloud segment of the world map shown earlier. The first screen has white mounds peeking out of the clouds; that would line up with the snow world below, but also look closer to the pyramids from the desert. Not 100% sure.
  • These two levels both feature the same type of clouds and background structures, just far closer to the player in the second example. Not sure what the level theme is supposed to be there, but clearly not anything natural.
  • Two scenes with snow present. The second also has gears present in the background. Maybe they are connected to the prior level theme; a mix of the traditional snow level theme with a factory / mechanical theme? Kirby already did that, but it would still be fun if accurate.
  • We're into the leftovers now:
    • The first underground area we see. The small peek at the surface at the start of the cliff appears to have icicles, so I want to place this as part of the snow area, but i'm just not certain.
    • Another screen that appears to be underground; with poison, a lot of pipes and some overgrown plantlife. No easy clue to go off.
    • This area with giant mushrooms fits in thematically with the look the canyon and desert but doesn't have any notable background features from either. Not sure where to place it for that reason.
    • An interior scene; has a door and that foreground pipe mechanic. Doesn't tell us anything about where it could go on the map; certainly doesn't fit any area we can visibly see in the trailer.
and our grand finale:

8b7b407cf5a660e3140f8c8ff9adc195a3a157c0cba06de5f75f0810eb772418.jpg
C0vpk49.png

This scene outside of Bowser's flying castle. Given the presence of a Wonder Effect I can't use the pallette to place where example this takes places, but to me it seems like it takes place in the clouds moreso than any other setting we've seen. The boss fight against Bowser Jr. naturally takes place inside this castle; but I don't think it needs to be in this particular location. We don't know enough about the game to make a definitive call on that.

Whew; that took awhile. There's a lot to see in the trailer; way more than I realised in the first viewing at least. Hope this was at least entertaining to read!

Tfw your post on the previous page is almost immediately rendered obsolete. 😛

Excellent analysis!
 
I mean people were assuming Kirby and the Forgotten Land was going to be open world and it turned out not to be too
I think the difference here is that we're not trying to assume the structure. We're using evidence from the trailer to speculate on progression between levels (which will almost certainly remain linear). How that will play out remains to be seen, of course, but I do think we're not coming into this with nothing.
 
I've posted my thoughts elsewhere but I should probably make them a little more readable by putting them on here. This is:

Mondo's Wonderful World Map and Level Order Ramblings!

TL;DR? I don't think the standard world progression applies to Wonder, and levels are simply placed on the map relative to their level theme. Alternatively, what we assume is "World 1" is just the first half of the full first World. Leaning toward the first option.



Let's start with our the short scene showing our "first world":

tpct3H0.png
yzWSUXA.png
fJq0fV9.png

The crucial initial observations from this alone:
  • Grey squares are not stages, simply stopping points on the map.​
  • Cleared levels are denoted by a permanently lit up blue circle; uncleared leveled are denoted by a flashing red circle.​
  • At this stage of the game Luigi has only cleared the first level of the game, 'Welcome to the Flower Kingdom!'. From this level he has obtained two Wonder Seeds, and that's as many as he has up in the HUD. The second level, 'Piranha Plants on Parade', also features two wonder seeds to collect. Whether this is the standard count or the number will increase with more difficult levels (note that both are one star) remains to be seen.​
  • Much like the New Super Mario Bros. series the area surrounding the level on the map somewhat lines up with what appears in the level itself.​
What you see is what you get; this "first world" only has three stages on the map. All three stages are easily noticable within the footage of the trailer itself too. In order below: the first stage we spend a lot of the trailer focused on, introducing the Elephant power-up and Wonder Flowers in a multi-faceted tutorial. We also see the Mushroom Kingdom in the background at the very start of the stage, an easy way to denote the start of the adventure. The second stage goes beyond saying, we see it on the world map. The third level, featuring the new hippo creatures, is fairly easy to place too: not just due to the shared level theme with 1-1 (which is also the case with 1-3's placement on the world map) but because the hills in the background have physically gotten closer, again much like how the level is placed on the world map.

C5lVYHG.png
P3DkCor.png
hqx554P.png

That's all pretty weird though; a world made up of just three levels, with no fortress or castle at that, is incredibly abnormal. This next screenshot will be crucial to making sense of things though:

YWpjV6P.png

We see that the flower pads on the world map are used to traverse to the next section of the map. Typically I would call this going to the next world, but i'll explain why i'm not so sure. There's some other elements worth addressing too:
  • The players have 14 Wonder Seeds; a lot more than the collective four you'll find in the first few levels, and I doubt the hippo level suddenly has 10 hidden away. Luckily there is a clear answer:​
  • If you look into the canyon area in the background (which we'll get a much better look at following this), you'll notice that the path progressing past our Toad stand-in's House is already unlocked. This means the extra Wonder Seeds are certainly from levels later in the game; they've simply backtracked for the sake of getting this trailer shot. This is notable because...​
AYNBLVm.png
KFcq7DF.png
  • We see the path locked in our close up shot of this segment of the map.​
  • Not only that, there doesn't appear to be any level in this segment of the map at all, simply the "Toad" House. It seems to be a location you'll be required to visit before moving forward on the map.​
  • The dotted line suddenly ends after the next grey square; nothing to suggest it continues on past that point. Which is where the final scene we see of the world map comes into play:​
Yr9eEjN.png
eqmU8mz.png
  • There's a stretch of map here that features zero dotted lines, with multiple stages (or other locations of note; a sign-post featuring a Wonder Seed and another at the top of the screen) with no line connecting them. How could they be accessed, unless there is a free roaming element to the map in addition to more linear segments?
    • As such, they grey square in the canyon would be the beginning of one such area, where there are multiple (optional?) levels to pick from at a time. This would recontextualise the earlier grass area as a tutorial before entering the real meat of the game; whether that be the rest of "World 1" or a more open map than usual without the typical world seperatation, simply level theme and difficulty. This is where the TL;DR from earlier comes from if you're keeping track. The progression in this game is absolutely not like a typical 2D Mario.
  • Other things of note while we're here, before we get into the level theme speculation:
    • There are three visible levels up in the clouds so far, plus our two afformentioned smaller circles. Two of these stages are seemingly not connected to any path; but the last in top left is connected to a path that is not yet unlocked, as the level has not yet been completed. The path in the bottom left on the other hand appears already unlocked with no level attached.
    • There is one more icon briefly seen to the far right at the very start of this shot. I do not beleive this is a regular level though; the circle appears to be smaller like other two bonus circles, and it does not appear to be flashing in unison with the rest of the uncleared levels (as is the case with all of the clearly visible levels both in this shot and the earlier grass area shot). No clue what in particular it would be.
    • The area below the clouds appears to be snow-themed. That's in line with a few levels seen elsewhere in the trailer, which we'll get to.
This is the part i'm going to put in spoiler tags, to not take up too much of this page with an endless barrage of images. If you're satisfied with the world map sleuthing you can stop here; this part will be more about connecting together level themes out of the footage shown, starting with levels taking place in our favourite pipe mountain canyon:

ckhHFoL.png
B2arIfL.png
wlqPEFi.png

These three levels all prominently feature the pipe mountains in the background, and also feature the same dark brown grass floor tiles (can't be seen in the screenshot I picked for the first level, but it's there). There's nothing stopping the stampede Wonder Event from being part of the latter two levels from what we know so far, but i'm assuming they are seperate for now due to the uniqueness of tree platforms (and the other two scenes already appear to have their own level gimmicks). There's one more screen that features the pipe mountains, and it's tied to two other screens in the trailer:

l0UFDHo.png
Wglkvky.png

The first forest scene features a few pipes few and far between; appears to be further away from the mountain now, no longer within that area of the map. We've actually seen this forest on the map; going back to the shot of the cast riding flowers:

lDds7CE.png

Beyond the canyons in the very background, you can see plenty of trees. To the right of that there is what looks to be a giant question block, which lines up with another set of levels spotted in the trailer:

Nzggxgd.png
VZaYaCq.png

Both of the clear desert areas appear to have a giant block motif in the background; a question mark block in the first, and some empty blocks in the second. The clear presence of sand and pyramids is another connecting factor for these two scenes. One unrelated note I have here that applies to some earlier screens too: the bottom of the screen is darkened when the pit below is bottomless, as seen in the Toad screenshoot. Pretty simple visual indicator to tell you when going downward is not a good idea.

There's so many levels, and there's not as much to sepculate about with map placement from here on, so i'm going to do a bit of a lightning round with the final batch, with short comments underneath the barrage of images. Are you ready? I wasn't, since I ran into the image limit while making this and had to combine all of these into a single picture. Whoops!

Es6N9iO.jpg
  • Two beach levels with the same notable background structure. We haven't seen where this goes on the map yet, but the two stages are clearly connected to one another.
  • Two levels clearly taking place high above the clouds; possibly in the cloud segment of the world map shown earlier. The first screen has white mounds peeking out of the clouds; that would line up with the snow world below, but also look closer to the pyramids from the desert. Not 100% sure.
  • These two levels both feature the same type of clouds and background structures, just far closer to the player in the second example. Not sure what the level theme is supposed to be there, but clearly not anything natural.
  • Two scenes with snow present. The second also has gears present in the background. Maybe they are connected to the prior level theme; a mix of the traditional snow level theme with a factory / mechanical theme? Kirby already did that, but it would still be fun if accurate.
  • We're into the leftovers now:
    • The first underground area we see. The small peek at the surface at the start of the cliff appears to have icicles, so I want to place this as part of the snow area, but i'm just not certain.
    • Another screen that appears to be underground; with poison, a lot of pipes and some overgrown plantlife. No easy clue to go off.
    • This area with giant mushrooms fits in thematically with the look the canyon and desert but doesn't have any notable background features from either. Not sure where to place it for that reason.
    • An interior scene; has a door and that foreground pipe mechanic. Doesn't tell us anything about where it could go on the map; certainly doesn't fit any area we can visibly see in the trailer.
and our grand finale:

8b7b407cf5a660e3140f8c8ff9adc195a3a157c0cba06de5f75f0810eb772418.jpg
C0vpk49.png

This scene outside of Bowser's flying castle. Given the presence of a Wonder Effect I can't use the pallette to place where example this takes places, but to me it seems like it takes place in the clouds moreso than any other setting we've seen. The boss fight against Bowser Jr. naturally takes place inside this castle; but I don't think it needs to be in this particular location. We don't know enough about the game to make a definitive call on that.

Whew; that took awhile. There's a lot to see in the trailer; way more than I realised in the first viewing at least. Hope this was at least entertaining to read!
This is excellent. I sure hope multiple exits are back. That's absolutely my favorite element of 2D Mario.
 
0
Do you think we could enter from one level to another without having to select it on the map? Would be cool and take secret exits to the next level. Kind of like the paintings in Odyssey.
 
Looking forward to the ghost levels. The music of the trailer was awesome, and imho ghost level music has been the best of the mario games for a while.
 


Here's more analysis of the World Map. A lot of details MondoMega's excellent analysis already pointed out, but if you want something like that in video form, check this out.
 


Here's more analysis of the World Map. A lot of details MondoMega's excellent analysis already pointed out, but if you want something like that in video form, check this out.

The one thing I hope Tris is wrong about is that Yoshi is a character like Nabbit, who not only doesn't take any damage from enemies, but can't even use power-ups. That's the main reasons why I hate Nabbit in NSMBUDX/NSLU is because of how they implemented him as an easy character. Hope he's more similar to Toadette(minus the Super Crown) if he is an easy character.
 
0
Soooooo...
next trailer when?
Are we getting an August trailer like metroid dread in 2021? It would make sense, a 2and big trailer in August and a final big trailer in the September direct with an overview trailer in early october with previews.
Sadly metroid dread August trailer was on the 27th but I hope for an earlier trailer.
 
Soooooo...
next trailer when?
Are we getting an August trailer like metroid dread in 2021? It would make sense, a 2and big trailer in August and a final big trailer in the September direct with an overview trailer in early october with previews.
Sadly metroid dread August trailer was on the 27th but I hope for an earlier trailer.
I feel like this isn't a game that needs a ton of coverage, to be honest. I expect another trailer in the September Direct, maybe an extended segment in the Direct talking about how new mechanics or power-ups work, a couple of Twitter videos (or whatever social media will be used cuz lol), cut some commercials and print ads, bing bang boom you have a game.

Dread on the other hand was the first new Metroid game that was a flagship release and not a late console afterthought (sorry Samus Returns) in over a decade, so it made sense to give it a lot of coverage as it was going to be a lot of people's first Metroid.
 
Soooooo...
next trailer when?
Are we getting an August trailer like metroid dread in 2021? It would make sense, a 2and big trailer in August and a final big trailer in the September direct with an overview trailer in early october with previews.
Sadly metroid dread August trailer was on the 27th but I hope for an earlier trailer.

Tbh if nothing else, I appreciate the short gap between announcement and release here. Personally I don't need any more trailers but I can see them doing a random trailer drop in August showcasing co-op gameplay alongside one more for the September Direct.
 
0
Wonder if we’ll get a Twitter drop trailer for this in August, or if they’ll just wait til the presumed September direct about a month out from release
 
with IGN giving the Switch version a 7.5 out of 10 and basically lambasted it for not being like the other 3D Mario games.

Wow. Judging a game for what it isn't rather than what it is... always the sign of a review to be ignored. I'm all for differing opinions and all that, but Mario 3D World + Bowser's Fury is not a 7/10.
 
0
Wonder if we’ll get a Twitter drop trailer for this in August, or if they’ll just wait til the presumed September direct about a month out from release
I think it could depend on if they have something for Gamescom. I don't know if they'll do a deep dive because I'm sure they'll want to save a big trailer for the pre-TGS Direct in September. After that, it'll be a month of non-stop Wonder marketing I feel. The typical 1 month ramp up we've seen recently.
 
I think it could depend on if they have something for Gamescom. I don't know if they'll do a deep dive because I'm sure they'll want to save a big trailer for the pre-TGS Direct in September. After that, it'll be a month of non-stop Wonder marketing I feel. The typical 1 month ramp up we've seen recently.
People keep saying they'll wait till September when they'll have a general Direct, but I don't think so. This isn't a sports or party title, it's a new mainline game.
 
0
Zippo lol, but thought the possibility would be fun to discuss


It's definitely not based on anything in reality given the source, but even if it were accurate, there's zero chance they let a 2d mario game release in any sort of state that can be considered difficult outside of a small amount of potential Postgame content or a side mode ala NSMBUs challenges.
 
0
Considering how we hear about the Mario testers chew through games, this would actually have to be Kaizo Mario for this to be true

It's also Zippo, so it's not true
 
regardless of difficulty the fact that there are now no interaction between players (besides riding on yoshi so far) means the level design might be tighter in some ways which might mean slightly more challenging but otherwise I can't see Nintendo straight up going for a difficult platformers aside from side challenges, late and post game which would be fine imo.

Or the no bumping into each other change is to compensate for added chaos from the wonder flower effect, and other setpieces in some levels.
 
Zippo lol, but thought the possibility would be fun to discuss

He has post saying the Peach Game is one the 4 projects in development at EPD Tokyo, what can he even say when it turns out to be not true? Though he can hardly get less credible than he is now.
 
0
Zippo lol, but thought the possibility would be fun to discuss

I hate the idea and it is not true lol. Mario 3 was made decades ago when games were much harder and shorter.
Mario platformers are "fun for all ages and skills" nowadays with some bones thrown at hardcore players during post game. And it is perfect that way.
 
I may not be particularly in love with TotK or Pikmin 4, but this is shaping up to be another excellent first party Nintendo year. Their planning powers are impressive.

I like the third clip's music quite a bit, but for the love of Hylia hire some live players for the most important Nintendo release of the year.
 
0
SMB3 is seen as hard?
I don't think it's a hard game in the grand scope of video games, but in my experience it's certainly more difficult than any 2D Mario game since its release. Granted I haven't actually played the original NSMB since it came out, but SMB3 is absolutely more difficult than SMW and the other NSMB games. I just replayed the game a few weeks ago and was actually a bit surprised at how much I died in it. Certainly a lot more than SMW and NSMBU, which I've also played recently. Now those games are quite easy and I don't think SMB3 is like a super difficult game or anything, but by 2D Mario standards? It's definitely not on the easy side imo.
 
Yeah, compared to its predecessors, 3 is pretty easy. But compared to the Mario platformers that came after it, it's pretty hard. So if Wonder is being compared to it, then that means it'll be the hardest Mario game in a while.

I'm not putting too much faith in this rumor, though.
 
0
Status
Not open for further replies.


Back
Top Bottom