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There actually isn't one!
The Dark Souls of Mario games.
E:
Or maybe i should've written it "The Dark C-ouls of Mario games", eh?
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There actually isn't one!
I do feel overall it's a tad too easy. The only levels that gave me trouble so far have been the two timed platforming ones. Even Special World courses haven't been too crazy.Im started world 5 right now but I have only one criticism toward this game
- Most of the wonder seed effects make the levels easy rail roads. I wish they added little bit of challenge in wonder sections. World 4 and 3 were like super easy. World 1-2 was balanced way better.
I’ve got $15-20 earmarked for Luigi U style DLC on this game. Make it happen Nintendo.Looking at some of the early modding stuff and apparently every level has a code for a timer. Probably a left over from when the game still had one, but it'll be neat if modders can make stages that reimplement it for Luigi U style stages.
Getting a 1up gives off that sweet dopamine be it from finding a secret area or getting 100 coins.I’ve got $15-20 earmarked for Luigi U style DLC on this game. Make it happen Nintendo.
Also it’s funny that they would nuke the timer before lives
As I'm playing it I'm genuinely curious as to what even is the argument against this being the best 2D Mario game, besides preferring the physics of the earlier games in a vacuum. The recency bias is real, but as an overall package, this is unprecedented stuff for 2D Mario.I'm only in World 4, but this is the best 2D Mario game
Yes, I think it's better than that one you're thinking of that you remember fondly from last century
Easy to argueAs I'm playing it I'm genuinely curious as to what even is the argument against this being the best 2D Mario game, besides preferring the physics of the earlier games in a vacuum. The recency bias is real, but as an overall package, this is unprecedented stuff for 2D Mario.
yup. He doubled down on the c-team comment because it sold like 62% less than ToTK.to everyone who felt that the c team jokes where meanspirited and uncalled for I let you know that he's quadrupling down on the c team no big games after totk remark he made earlier this year.
OMG Nate posted a sarcastic (I assume, knowing what he's like on twitter) C-Team comment on that, and Dring responded sincerely, trying to pivot "C-Team" into being a compliment or somethingto everyone who felt that the c team jokes where meanspirited and uncalled for I let you know that he's quadrupling down on the c team no big games after totk remark he made earlier this year.
My thoughts on the Wonder seeds are that they're about as good as you can possibly expect without every one just flat out being a 10/10, after most of Odyssey's transformations felt perfunctory and mouthful mode mostly felt gimmicky, the Wonder mechanics actually change the way you play the game in some pretty awesome ways and feel like they finally got transformations right. I think being 2D really helps here since it almost forces you to engage with the mechanic in some meaningful ways.- The wonder seeds are very gimmicky, hurt the pacing of almost every level, and really lose their luster on replay
The sense of place is one of my favorite things about this game, and you've described it perfectly! I also adore the scale they play with, and willingness to break convention (eg in world 3 and 4 for what I've seen so far). Yet again it injects some of the 3D Mario magic into 2D Mario... but in a much different way than 3D World! LOL.One thing I really appreciate about SMB Wonder is that every world has a strong sense of place, as conveyed both by the courses and the Poplins.
We have worlds divided up into small sections with shared aesthetics and themes. We get to see the themes evolve as you progress, helping each world have a satisfying thematic climax. But then we have the Poplins reinforce a little story for each area, with most worlds starting with a Poplin House for further context. In Fluff-Puff Peaks, you're helping to liberate a famous tourist attraction from Bowser, and you see folks trapped climbing up the mountain and hoping to see the summit again. They mention how they'll enjoy yodeling again at the top, and of course when you beat the castle, you get to see them all yodel. Even the Talking Flower joins in! The Petal Isles feature an angler who can't fish anymore due to Castle Bowser and Sparkling Falls takes on a peaceful approach - no castle, instead you are challenged by a Poplin Master to scale the falls, with the Royal Seed as a reward. Makes me curious for the last few areas.
Given how game-y 2D Mario worlds are, it's nice to see the Flower Kingdom as an actual place, where playing these courses is shown to help people and locations have just enough meaning to feel important. It's a small touch, mind you. These are deliberately light stories, not exactly heavy in depth or characterization. But it's charming. The develops of SMB Wonder want to make you smile, make you laugh. And they largely succeed!
Right? The lack of a timer and the way that it's quite easy to just buy extra lives make it much less stressful to poke around and explore. Honestly...we probably don't even need to deal with lives anymore - though then you have to find some other way to make collecting coins worthwhile.Honestly, the biggest revelation of this game so far has been how much I don't miss the level timer. It's so fun to just get into a level, take your time and look for secrets without having to worry about gettign a timeout
The OST is honestly really good. Wonder Seeds actually enhance the level design and change how you approach it as well.Easy to argue
- Bosses in this game are very uninspired and uninteresting, maybe the worst bosses in the entire history of 2D Mario
- The wonder seeds are very gimmicky, hurt the pacing of almost every level, and really lose their luster on replay
- The badge system is unbalanced with some badges completely breaking certain challenges
- The ost is (imo) one of the weakest in Mario history
The game is fantastic, but I can't imagine myself replaying it as much as I do world or NSMBU due to the wonder seed gimmicks being so intrusive.
1. Agreed! Though it's helpful to look across the pond at Sonic Superstars and be thankful that the worst bosses in the history of 2D Mario are just short little interuptions.Easy to argue
- Bosses in this game are very uninspired and uninteresting, maybe the worst bosses in the entire history of 2D Mario
- The wonder seeds are very gimmicky, hurt the pacing of almost every level, and really lose their luster on replay
- The badge system is unbalanced with some badges completely breaking certain challenges
- The ost is (imo) one of the weakest in Mario history
The game is fantastic, but I can't imagine myself replaying it as much as I do world or NSMBU due to the wonder seed gimmicks being so intrusive.
As I'm playing it I'm genuinely curious as to what even is the argument against this being the best 2D Mario game, besides preferring the physics of the earlier games in a vacuum. The recency bias is real, but as an overall package, this is unprecedented stuff for 2D Mario.
I know the games are years apart at this point but how does this game compare to Rayman legends to you guys?
Why would you say something so controversial yet so brave? Facts, better than Pikmid 4It's a huge improvement coming from the last Nintendo-published game I played this year (Pikmin 4), if nothing else.
Super Mario Bros. 3's "intricate" castles are terribly designed, particularly the later ones. They're often just a guessing game of where to go lol.Both have at least some more intricate levels (particularly castles/ghost houses).
My top three 2d platformers from the last decade were Shovel Knight, Rayman Legends, and DKC Tropical Freeze. IMO the only one I might still like more than Mario Wonder is Tropical Freeze, and even then it's pretty close.I know the games are years apart at this point but how does this game compare to Rayman legends to you guys?
I've thought quite a bit about this already, but I don't think the World or NSMB secret exit setup is compatible with Wonder's structure; it'd have to be an entirely different game. You have to get the Royal Seed at the end of each world to complete the game, so skipping entire worlds is off the table. Given you need a high enough Wonder Seed count to open the final level of each world, and the game already allows you to pick and choose which levels you play in the open segments of the map, there wouldn't be much to gain from shortcuts either since in all likelihood you'd need to go back to get more anyway. Lastly, the back half of the game allows you to play World 4-6 in any order regardless so any shortcuts to them or within them would be worthless. Considering how the Ask the Developer interview talks about following the progression system of a 3D Mario, and all of the above, this was never going to happen in Wonder. The Captain Toad cameos are perhaps their cute way of previewing where you'll be going without actually including direct shortcuts that break progression.
Yeah I definitely love that there’s actually some level of context, it does make the worlds more memorable.One thing I really appreciate about SMB Wonder is that every world has a strong sense of place, as conveyed both by the courses and the Poplins.
We have worlds divided up into small sections with shared aesthetics and themes. We get to see the themes evolve as you progress, helping each world have a satisfying thematic climax. But then we have the Poplins reinforce a little story for each area, with most worlds starting with a Poplin House for further context. In Fluff-Puff Peaks, you're helping to liberate a famous tourist attraction from Bowser, and you see folks trapped climbing up the mountain and hoping to see the summit again. They mention how they'll enjoy yodeling again at the top, and of course when you beat the castle, you get to see them all yodel. Even the Talking Flower joins in! The Petal Isles feature an angler who can't fish anymore due to Castle Bowser and Sparkling Falls takes on a peaceful approach - no castle, instead you are challenged by a Poplin Master to scale the falls, with the Royal Seed as a reward. Makes me curious for the last few areas.
Given how game-y 2D Mario worlds are, it's nice to see the Flower Kingdom as an actual place, where playing these courses is shown to help people and locations have just enough meaning to feel important. It's a small touch, mind you. These are deliberately light stories, not exactly heavy in depth or characterization. But it's charming. The develops of SMB Wonder want to make you smile, make you laugh. And they largely succeed!
I need a Mario Maker 3 with this toolset ASAP.
Or hell, even just a Mario Wonder Maker. I'd leave the rest of the styles behind to get everything from this game.
I somewhat disagree. I'd love more hardcore DLC, I still think they are gonna want to market the DLC in a way that casual and younger fans can still enjoy it. Maybe it will be marginally harder than the main courses but not extremely.I’ve always thought Nintendo should go all in on doing a brutally hard DLC for Mario platformers. Play up how hard it is in the title and marketing
I get that they’ll never make a full game like it due to the all age appeal but I think DLC is the perfect solution for that. “Hey, you’re a first timer who bought and beat the game! NOW you’re ready for this!”
I actually think it’d make a lot of waves
Yes! Even without the wonder effect, imagine what you could do with the power ups, new physics, badges, etc. And it would look amazing on top of that since it's a gorgeous style.
Choosing between those games as my personal GOTY will be like choosing my favorite child: It will just depend on the day!Why would you say something so controversial yet so brave? Facts, better than Pikmid 4
/s ... know you just mean the music but i couldn't pass it up
They did an impossible hard dlc pack for NSMB2.I’ve always thought Nintendo should go all in on doing a brutally hard DLC for Mario platformers. Play up how hard it is in the title and marketing
I get that they’ll never make a full game like it due to the all age appeal but I think DLC is the perfect solution for that. “Hey, you’re a first timer who bought and beat the game! NOW you’re ready for this!”
I actually think it’d make a lot of waves
It depends how you evaluate "best." Is this the 2D Mario with the most robust level design and content? Perhaps, but I think SMB3 and SMW made such a huge splash that pretty much every 2D Mario game since (and I would even argue most 2D platformers) is still trying to live up to their legacies. SMB3 and SMW are not just some beloved Mario, platformer, or Nintendo games - they're some of the most beloved video games of all time. It's going to be very hard for any game to stack up that and leave a similarly strong impression for a lot of people. I think Wonder is a fantastic follow-up that really "gets" what made those games so resonant, but I cannot help but think a few aspects are a step down even from the NSMB games, and certain mechanics like the Wonder Flowers are gonna be more subjective. It's probably the strongest contender though for entering the "canon" of classic video games alongside SMB3 and SMW. It's a great game and I'm quite happy with it, a few quibbles aside. It's a game where I understand why people might prefer it to SMB3/SMW, even if I personally don't.As I'm playing it I'm genuinely curious as to what even is the argument against this being the best 2D Mario game, besides preferring the physics of the earlier games in a vacuum. The recency bias is real, but as an overall package, this is unprecedented stuff for 2D Mario.
I think SMB3 also stood out from its peers on the NES in sheer scope, it’s a huge game packed with secrets and choices of what levels to complete or skip in comparison to what was largely linear titles that were a fraction of the size at the time. Whereas SMW, as we discussed earlier, introduced the ‘auto-save’ element that changed the framing from completing a run in one go to chipping away at secrets plus also had the advantage of introducing the SNES. So, at the time, both were a paradigm shift. Whereas Wonder, while it’s an amazing piece of work and endlessly inventive in a similar way of constantly offering ‘here’s a new concept for this level’, doesn’t really stand out amongst platformers in 2023 as a huge shift in quite the same way. As both it and its rivals are built on an extra 30+ years of game design and technical capability even if Wonder still comes out on top. That’s not to say it isn’t a top tier game though- more that SMB3 just blew everyone’s minds with both being head and shoulders above what came before and showing what you could really do on a NES, and SMW is so tied to the SNES launch and how amazing the leap to 16-bit was in addition to changing the framing of the series.It depends how you evaluate "best." Is this the 2D Mario with the most robust level design and content? Perhaps, but I think SMB3 and SMW made such a huge splash that pretty much every 2D Mario game since (and I would even argue most 2D platformers) is still trying to live up to their legacies. SMB3 and SMW are not just some beloved Mario, platformer, or Nintendo games - they're some of the most beloved video games of all time. It's going to be very hard for any game to stack up that and leave a similarly strong impression for a lot of people. I think Wonder is a fantastic follow-up that really "gets" what made those games so resonant, but I cannot help but think a few aspects are a step down even from the NSMB games, and certain mechanics like the Wonder Flowers are gonna be more subjective. It's probably the strongest contender though for entering the "canon" of classic video games alongside SMB3 and SMW. It's a great game and I'm quite happy with it, a few quibbles aside. It's a game where I understand why people might prefer it to SMB3/SMW, even if I personally don't.
3D World is still the best course-based Mario game though