tbh both nsmb ds and wii big castle themes are some of the best mario castle theme ever so on that front it's a big hill to climb for wonder, I still like the new wonder composition but I especially like the airship theme in this game, much better than the mario bros 3 one.NSMB might actually have Wonder beat on Castle music
I tested the specific scenario John demonstrated and can verify he is right and that momentum difference does exist in that scenario.So we got some more independent analysis of the movement from Digital Foundry in their article on the game, and this is what John Linneman found:
And hey, I'm glad to eat crow about the mechanical difference, I never liked the heavier momentum, especially for turning. If @RagnarokX reported the turning change (and I'd be welcome to any of his evidence toward the contrary) which would be affected by the momentum shift, then I see where the confusion may lie. But of course, John also emphasizes the effect the animations have:
So we have a mix here. NSMB physics as a base, changes to stopping momentum, and much better animation and key frames contributed to an increase in game feel.
Except one is called SMBWspeaking of it's going to be annoying when both are called SMW
Yeah, I keep going "surely this is all the levels then like 4-5 just show up from a hidden exit"I cannot get over how fucking huge this map is, god damn
I beat levels that keep unlocking branching paths and it's crazy
So... a question which might be only a minor spoiler but will tag
I found in one stage (1st world) a 3rd seed. I'm pretty sure there was no indication that there was a 3rd seed. Is that something that happens at some random levels / all levels?
My three year old son was laughing uncontrollably at this and then again at the hoppos.Also: the Wonder Seed effect in the second level omg. I was crying.
oh my god this game is amazing, it will go down as an alltime classic the same way Super Mario World did
speaking of it's going to be annoying when both are called SMW
It’s not just the animation because it feels different from all of the different art styles in Mario Maker 2As someone who has played a lot of NSMBU, something here feels different. Maybe it is just the animation, but it does feel unique.
Also: the Wonder Seed effect in the second level omg. I was crying.
The momentum is different the speed is different and the stopping power is differentI tested the specific scenario John demonstrated and can verify he is right and that momentum difference does exist in that scenario.
Testing it at p-speed and removing the jump as an extraneous variable:
NSMBU: Mario takes 7 blocks to stop from letting go of controls.
SMBW: Mario takes 4 blocks to stop from letting go of the controls.
However:
NSMBU: Mario takes 2 blocks to stop holding opposite direction.
SMBW: Mario takes 2 blocks to stop holding opposite direction.
I don't think his extrapolation of that to "basics of running and jumping are more responsive" is backed up. It doesn't seem like this momentum difference has a big impact outside of Mario coming to a stop faster when the d-pad is released. For example:
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If there was a huge momentum difference across the board these two examples would be very different yet they're near identical.
Thanks for impressions! How long did it take you to finish, roughly?I finished the game across a few sittings yesterday. Some quick impressions from me (promise it won't be as long as my Superstars impressions):
Few spoiler related comments:
- I was convinced by the visual style from the first trailer, but playing through the entire game, it's just gorgeous. They were in need of an overhaul and while I was initially rooting for all-2D based on the official artwork style, this won me over.
- Swapped through all of the regular characters throughout my playthrough; though Daisy is who I started and ended the game with, so I guess she'd be my main? I think the new VAs all do a great job at capturing the characters; Luigi sounds the most different but I don't think an exact impression of Martinet is a requirement, in the end he's still identifiably Luigi. Tempted to revisit some levels as Yoshi now.
- Even after following the leaks the game never stopped surprising me throughout, with solid level design and creative wonder effects; they never stop throwing in new ones right up to the end.
- Online implementation was cute; I swapped between playing with it on and off but ended up leaving it on for a good chunk of the game. Weird that you can't choose exactly which standee you want to place, but in most circumstances I wasn't too concerned with that anyhow.
- My only real disappointment with the game are the bosses; so few of them, and the ones that are there are mostly variants on Bowser Jr. Certain Wonder enemy encounters make up for this a little bit but it was still an absence felt. Definitely one area left open for a sequel to greatly improve upon.
- Though, I actually do really like the varried world structures; on top of their individual little stories they all feel distinct just in their map layout alone. World 1 has many branching areas once you pass the first three tutorial courses; World 2 is a climb upwards with a few stops along the way; World 3 themes each level as a trial; World 4 has a lot of hidden secrets you need to keep an eye out for; World 5 is themed as a rescue expeditions into the mines / ruins; and World 6 has the palace at the very start with linear paths decending down, meaning you only need to explore as much as you want before progressing. Worlds 3 and 5 may not have palaces but their unique theming helps them stand out regardless.
- Speaking of worlds, Petal Isles is such a great idea; a hub bridging them all together; and allowing you to play Worlds 4-6 is really appreciated (even if I mostly stuck to the main order myself, lol).
- The Special World levels were a blast; one of the most exciting things to learn from the initial leaks as a Mario World fan. Didn't have too much trouble with them besides the Semifinal Test and Final Final Test (not the Final Test) though; the others were tricky but only took a few solid attempts to get a perfect run.
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Will need to sit on it and decide if this is finally the one to overtake World in my heart, but first impressions say absolutely yes.
Thanks for impressions! How long did it take you to finish, roughly?
Holy MOLY. Consider me impressedWell, 14 hours from booting up the game to getting 100%, but I didn't play for 14 hours straight so probably closer to 12 hours? Feel like my time is a bit of an outlier though lol, I blasted through this.
It's really good. Unlike in NSMB where it was ear grating.The new P-switch music doesn't work at all imo. I'm not opposed to changing it, but good grief this ain't it chief.
The ghost just make me wish we had a "real" online multiplayer option. Even if it required the online players to be forced to a single area like local, I wish it was an option.Ok the multiplayer ghosts can be distracting but it’s quite cool when you get a proper second player (I think?) and even cooler on the foreground background levels to see someone doing their thing away from you