After a rather dissapointing Mario Sunshine ... what do you think is next for Mario? I hope Nintendo takes him back to Mushroom Kingdom ... either for a platform title or an RPG title. Mario 128 is supposed to be in production, but not sure if that will ever see the light of day during the Gamecube lifecycle.
Mario needs to try something new. And by that I don't mean another spin off like Mario Party or Mario Kart. He needs to go off on a new adventure but he needs to step away from what has already been done. Maybe something like Zelda, but in Mushroom Kingdom with some platform elements.
I think it was already stated that Mario 128 will be for Nintendo's next system.
Mario should become a baby again. I'm sure no one would mind another Yoshi's Island.
No, Mario 128 is rumoured to be for their next system but nothing has been confirmed yet.
I agree with marai, there should be some platforming. That would be a lot like 64, and still fun.
If I knew what being cool was, would I be here?
Mario RPG. Play More Harvest Moon!
I don't know what they will do next but I know it should be good. Well I hope!
Proud 1993 JDM WRX owner!
yoshi's island would b good if it were a side scrolling game and 2d (like viewtiful joe) but i dont know how good it would play as a 3d platformer
The biggest Mario related mistake Nintendo has made is the attempt to make the Mario world logical.
This bears clarifying. From the beginning of the Mario franchise, the entire series could be catalogued as a Surreal Platformer. This implies that there are two forms of platforming: Logical and Surreal. A logical platformer is a game where the world you're in makes some kind of physical sense. Banjo Kazooie, Pitfall, things like that. If you fall, you will eventually hit the ground in one form or another.
However, there is the realm of Surrealistic Platform. This is games like all the old Mario games, Rayman, stuff like that. Games where stuff floats for no apparent reason. And where if you fall of a cliff, you will likely fall into oblivion. If you recall, most of the levels in 64 were floating in the air, and if you fell, you would just fall into nothingness.
Unfortunately, Sunshine was far too logical.The only times that it ever looked like old Mario was during the secret levels where you had to traverse the constantly moving platforms to reach your goal, and if you fell, there was nothing for you to hit. In my opinion, and I believe it stands true, those were the best parts of the game, both in challenge and in entertainment. But the rest of the game was too logical. There were no bottomless pits. There were no platforms that floated for no reason (except for the ones Yoshi could make). It was all to physically correct. And that was a mistake.
However, despite those inherent flaws, I will say that Sunshine was one of the most enjoyable games I've ever played.
Very well said Sigma_Crow. Interesting outlook on the whole Surrealistic and Logical platforms. I never thought of it that way.
I want SMB3 remade in 3D
They need to bring back the old powerups. Fire flower, super mushroom, starman, super leaf, frog suit, hammer bros suit, tanooki suit, metal cap. And the old school enemies: goomba, koopa troopa, paragoomga, koopa paratroopa, hammer brothers, fire brothers, boomerang brothers, sledge brothers, bomombs, the koopa kids, shy guys, bloopers, cheepcheeps, boss bass, big bertha, little goombas, chain chomps, fire chomps, buzzy beetles, parabeetles, amazing flying hammer bros, dino torch, dino rhino, bullet bills, banzai bills, is this list too long?
I don't want anything to be remade.
Sigma, how coincidental. I was talking about that with my wife yesterday. About how games used to have 'platforms' in places for no appeareant reason at all but now everything has to be realisticly set.
Hell yeah. They were supposed to release a SM64 2 for the N64DD, but didn't. They should have taken the code for that game and ported it to the gamecube. And no dumbass FLUDD.
Yea, FLUDD pissed me off.
The reason that FLUDD was a bad idea is that it really ruined the platformer dynamic.
Platformers, no matter what breed, all rely on one idea: if you miss step, you are dead. This is the principle set out by Pitfall, which was basically the first platformer. The entire genre rests on that fact holding true. And that is where FLUDD messed up.
In order to maintain that level of peril, you have to be aware of the fact that if you miss a jump, walk too carelessly, or fail to hit the enemy just right, you're likely to be a pancake. But with the Hover Nozzle, suddenly you had a safety net. If you miss a jump, you punch the nozzle and can adjust you're flight path and make the minor course corrections neccessary for a safe landing. You can't do that with platformers. They have to have the "do-or-die" aspect.
And not only that, there is the ever present danger of having to make physical contact with you're enemies. But again, FLUDD changed things by letting you snipe out you're enemies and bring them to their moistened doom without getting anywhere near them.
All things considered, what FLUDD did was take all the chalenge out of what could have been a decent game.
I'm going to go replay Mario Sunshine and not use FLUDD. Mabye it will be better.
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