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Next Mario Platformer Announced!

June 11, 2013

All seemed quiet on the Mario front, but today, on my FB wall, a trailer video on Super Mario 3D World; the newest 3D platformer for the Wii U, announced last week and planned for release in December. (I was still waiting for a proposed “downloadable content” (DLC) addon to SM3DLand!)

The big new powerup now is CAT Mario! (And the game’s logo shows a cat tail sticking out, replacing the raccoon tail!). It’s gained from a bell mushroom knocked out of blocks.
Cat Mario can climb walls, and climb to the top of the flagpole if he jumped onto it further down.

It will now be the first four player (like SMBW and SMBWU) 3D game, and it goes back to the old SMB2 lineup of Mario, Luigi, the Princess and Toad (but a blue-spotted one instead of red).
Some people are happy to see it’s not the same “the princess is kidnapped” theme. But like SMB3 (where she was free and sent messages throughout the game), she can still be kidnapped in the last world.

Other features:
•A purple boss who’s some sort of king (wearing a crown), leading some to wonder if Bowser is the boss. (Probably just a new underboss. The game still has Bowser flags at the checkpoints).
•Clear pipes (some of them having coins running through them)
•Some sort of clear blocks that are invisible until you point to them with the remote
•Throwable snowballs
•Snowman Pokeys
•A little orange dinosaur you ride through water surface on
•Some sort of little ice buggy rides with goombas (don’t know if this might be a separate mini game or something)
•And all the typical “NSMB age” and 3D Mario features, plus all-new characters.

Will this be what finally leads me to get the Wii U? (Then, I would want to catch up with last winter’s NSMBWU, as well. Or maybe not, as it is so much like NSMBW, though I did want a chance to see if I could beat the final castle, which doesn’t look that hard). Oh well, trying it out it at Nintendo World will make for a nice addition to my Christmas season visits to the Rockefeller Center area!

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6 Comments
  1. Played this a few times when it came out last winter, now just got around to watching the whole game on YouTube. Probably won’t get the new system for it, as 3D is hard, especially with my dexterity, my stamina and tolerance has worn, yet I did get to play Galaxy 2 and 3DL. It’s something I probably wouldn’t want to play through alone, and take advantage of the multiplayer, but I don’t have any others to play with.

    It is a great looking game, and the ultimate Mario adventure; perfect 3D environment, but not too different from the regular format like the Galaxy series.

    More highlights:

    •Now, Bowser kidnaps seven “sprixies” (these new little characters that have been appearing in the games) instead.
    •The “psyche-out” effect of this game is that after you rescue all of them, when finishing the 7th World castle, the standard dropped-into-the-void Bowser rises back up and takes them all in a bottle to the 8th World.
    •After finishing that, you board a rocket ship for the special worlds, which are a lot like “Galaxy”.
    One even has a speed run where you must chase the flagpole.

    •Like 3DL, the new power is available to enemies at times, so you have Cat Goomba’s, Cat Bullet Bills, and a final battle with a Cat Bower, or “Meowser”, who climbs up the walls after you, and can scratch at you through walls.
    •Shadow underworlds (one was in the store demo) where you see only your 2D shadows on the wall, though the third dimension is still there. At one point, they psyche you out with the shadow of a flat Bowser sign.
    •The rounder non-squishable goombas from SMW have been brought back and split off into a separate character, now named “Galoomba”, to distinguish from regular goombas. You have to jump on them first to immobilize them, before destroying them with the second touch.
    •Green stars are what’s collected in the levels.
    •Mini “Toad” games where you have to navigate a Galaxy-like floating world without jumping ability, to get the green stars
    •Goomba costume, which causes enemies not to recognize you. (Including a Bowser searchlight in one of the castles that triggers guided Bullet Bills)
    •Double cherries, which double the player. This can be repeated so that you have multiple copies of the player running around (perhaps the final fruition of that old “Mario 128” idea?)
    •Flashlight helmets you wear in ghost houses. The light kills the ghosts after awhile!
    •Canon head box, which shoots canons, but can also damage other players.
    •A “potted piranha plant” you can pick up and use to eat other enemies or reach items
    •Return of the Mega size power, Tanooki suit, boomerang suit, propeller hat and Coin head box
    •Spiked piranha plants (that the first shots push back into the pipe), and square spiked frames that flip across the ground. Instead of the pillars (by now known as “skewers”), there are stationary or floating detached block-like objects with spikes in an underwater castle.
    •Water areas (which are relatively few) are still bound by walls.
    •A train ride replaces airships or battle tank processions.
    •And all the typical “NSMB age” and 3D Mario features, plus all-new characters. (Still stick with the upright koopas, even though the Galaxy games this one is related to had them back on all fours).
    •Uses the standard 3D world map, but now you can actually run all across it off the paths between levels.
    •Stunning graphics (like water) and colors. Bowser’s final lair is an LED covered Vegas-like amusement park. So LED lit graphics are a theme throught the game leading up to this.
    •On the flipside, there is also a nearly black&white ghost level.
    •Improved lava graphics (including even blue lava). No rising lava level like the NSMB games, but one where it does rise and drop a bit. (And another one with a rising mass of Fuzzies).
    •Forest worlds with the purple water from the NSMB games now adapted to 3D. The ground and atmosphere dark, like you’re in a real forest or jungle with a lot of overbrush. Night world Mushroom-1 has has this effect as well. One special world level is a sunset version of an earlier level.

  2. OF course, the next Mario game, which came out this year, was Super Mario Maker. I wasn’t so into it, as it’s just making your own levels; which was interesting, and I would probably get it if I already had a Wii U, but I’m still more interested in 3DW. I did get to try out Super Mario Maker at Nintendo World, the week they first erected the tree. You can select which version of Mario to edit (original SMB, SMB3, SMW, or SMWU).

    On FB, someone posted a the song of the original SMB tune, that was recorded (in Japanese) when the game first came out. I would have thought the carton outro song “swing your arms, from side to side; come on it’s time, let’s go, do the Mario” were the words, and wonder why the cartoon didn’t just translate the original song as this site does:

    http://www.factmag.com/2015/12/03/mario-bros-theme-song-lyrics
    (not sure which words correspond to which notes in the song):

    Today, full of energy, Mario is still running, running
    Go save Princess Peach! Go!
    Today, full of energy, Mario runs
    Today, full of energy, jumping!
    Today, full of energy, searching for coins
    Today, keep going, Mario!

    Get a mushroom – it’s Super Mario!
    Get a flower – it’s Fire Mario!
    Goomba! Troopa! Buzzy Beetle! Beat them all!
    Mario is always full of energy and strong!
    Today, full of energy, Mario is still running, running
    Go and beat the Koopa tribe, go!

    Today, full of energy, Mario runs
    Today, full of energy, jumping!
    Today, full of energy, searching for coins
    Today, keep going, Mario!

    Get a star – become invincible!
    Quickly, go save Princess Peach!
    Lakitu! Blooper! Cheep Cheep! Beat them all!
    Mario is always full of energy and strong!

    Today, full of energy, Mario is still running, running
    He’s made it to the castle and gets fireworks!
    Lightly sidestepping the Hammer Bros.
    Show the last of your power, Mario!
    It’s been a long journey but it’s nearly at an end
    You’ve done it, you’ve done it! You’ve defeated Bowser!

    Princess Peach says “Thank you”
    Mario’s got a great big heart!
    Mario’s adventure is over for now, but
    Mario’s dream lives forever…

    In other news I just saw, Wii U, which apparentely hasn’t been doing well (didn’t know that) already has its replacement annouced, the “NX”:
    http://www.huffingtonpost.com/entry/nintendo-nx-wii_5661a031e4b072e9d1c5b1b2

  3. Now there are numerous videos of Super Mario Maker play out, including the “100 Mario Challenge”, which is a series of many videos of 16 course worlds (shown on a simple world map, map), where you can mix whichever “game engine” (called “style”: again, original SMB, 3, World or U) in the world, but not within the level.

    What’s most interesting to me is the adaptation of the later features of the game to the earlier versions, especially SMB1.
    For one, there are now doors (which were added with SMB2), and you can jump up through certain platforms (such as the “mushroom” platform; where in original SMB, all platforms with empty space beneath then created ceilings; and also, a single course of grey castle brick, which weren’t used in the original). This is called “semi-solid”.

    In the original SMB, getting damaged with a powerup always took you back to little Mario, and then, little Mario could only become Super Mario (without fire power), even if a fire flower was already out when he was hit. Now, it’s like the later games, where little Mario can get the other power directly, and getting hit turns you back to Super Mario first.
    Mario hopping on Lakitu in the cloud now knocks him out, where you can ride the cloud. (In the original, Lakitu and the cloud were one single unit, so hopping on him would knock out both, which would fall upside down).

    You can have airships on SMB1, which use this new but archaic style 8 bit music (which resembles some other non-Mario game from back then), and the ship frame (horizontal planks) are black, while vertical ones are brown, but with no wood grain sprites; only nails (and there are these silver and gray background objects, including masts and walls with portholes).
    On both SMB 1 and 3, you can now have ghost houses (ghosts were introduced in 3, but didn’t have their own specific levels), which both use new 8 bit music. A new kind of bigger [underworld green] brick is created for the wall graphics on SMB1.
    (While on SMW, we also have airships added. An airship only appeared once in the original, as a sunken haunted area and thus used ghost house music. For this game, they have a new version of that game’s castle tune, done with the ship-like marching rhythm. Also, they’ve added a new walking Bowser sprite, where in the original, he only appeared in the clown car at the end).

    Enemies and obstacles backward-adapted all the way to original SMB:

    •Bowser Jr. (including lateral shell attack when hit and tossing items out of clown car)
    •Bloober with children
    •Bob-ombs
    •round bombs from small canons
    •guided Bullet Bills (red)
    •Spike Tops (inlcuding new, faster blue ones)
    •Dry Bones
    •Fish Bones
    •Rocky Wrench
    •Monty Mole
    •Wigglers
    •Magikoopa
    •Sumo brothers (with paralyzing ground pound)
    •music block spring
    •winged blocks and enemies (including ghosts and Bloobers [?!] and plants)
    •muncher plants
    •fire plants (in SMB, original “piranha” graphic, but pointing sideways)
    •slip-ice blocks
    •donut drops
    •clown car (which Mario can take from enemies. There’s also one that spits Koopa’s block-destroying fire)
    •conveyor belts
    •torches (i.e. originally airship jets from SMB3)
    •skull rides
    •Chain Chomp
    •Grinder spike wheels
    •tracks (which in addition to Grinders, can carry cannons, platforms, coins, powerups and even enemies, up to Koopa himself)
    •ghosts (individual and “Boo buddies” circles which began with SMW. In SMB, they look like the ones in SMW rather than SMB3, but with blue mouths instead of red, and with pink tongues ).
    •”Stretch” ghosts in floors and ceilings
    •Thwomps (where in their original form in SMB 3, the mouth was always closed, and afterward, it’s closed when static, and grits its teeth when falling, in the SMB version, it’s always gritting its teeth)
    •Spinys that shoot slow moving spikes through the air
    •self-scrolling levels
    •stacks of enemies and other other items. So now, enemies can carry cannons, plants, etc.)
    •”ninja star” spike blocks (these are used EVERYWHERE!)

    other items

    •Kuribo’s shoe (There’s also this high heeled boot version, both black and red)
    •check point flag that powers up little Mario
    •Arrows pointing the way to go
    •POW block
    •P-Switches (changing blocks to coins) These use the same exact audio file as in SMB3 (where it’s also used for the toad house), and you can opt to have the same boss battle audio during boss battles as well, though this is only sometimes used.*
    •large sized characters (shells can mow sideways through unbreakable blocks). Hopping on goomba splits him into two regular sized ones, with the same sound effect from the more recent games
    •one-way gates (created new for this game), marked by arrows pointing the direction you can go in
    •Castles and Underworld can have some backgrounds, via dark gray color.
    •enemies and even cannons can ride in clouds and clown cars
    •You can now backtrack in SMB1 style levels.
    •Vertical scrolling added
    •sliding shells can now break bricks (This begun with SMB3). They can also kill plants. (In SMB, plants were never on level ground, but on SMB2J the tops of pipes sometimes were flush with the ground, but plants and shells didn’t interact).
    •Water worlds have been color corrected, so that the fish that move in crooked paths now appear green instead of almost gray.
    •On all styles, you often see multiple springs bouncing on each other. These can be used to get higher and higher. There are also sideways springs used to bounce characters horizontally or diagonally. (Like they can aid wall bounces on SMBU).
    •Blocks can produce not just coins, vines or powerups, but also enemies, the clown car, ride-able clouds etc. These can also be fired from cannons, and Lakitu can toss powerups, coins, and enemies other than spinies.

    *(Something tells me if SMB had had P Switches, it would have used the “star power” music, which was also used for the cloud coin bonus area, as it coveys a sense of rushing through something, as does the same tempo-sped-up regular music when the timer is under 100. Likewise, ghost houses probably would have used regular underworld music, and airships, standard overworld music).

    On the flipside, castles on the three later games can use the original 8 bit white/red/gray platform Koopa stands on that crumbles when you grab the ax. (That ends the level whether they’ve placed Koopa there or not. You see all enemies drop into the lava, and ghosts disperse. The flagpole of SMB and SMU and the goals of the other styles are also used on any kind of level. You can even place things in the same space as them, making it harder to grab).

    We can also see that star power knocks out Koopa in one shot, and the Thwomp falling on him does too.

    A super mushroom with a question mark will turn you into into characters from other games! I’ve seen Zelda, Kirby, Donkey Kong, Donkey Kong Jr. (perfectly fitting, the way many put vines side by side, and you move from one to the other just like in that game), Wario, Bowser, the Princess, Luigi, blue Yoshi, Statue Mario from SMB3, frog and other Mario power suits, Little Mac from Punch-Out and even Pacman! (i.e. the arms and legs running version from PacLand, but then running fast through coins, it turns into the original yellow circle figure). These are taken from the “Amiibos” addon. They are also small, but otherwise act like Super Mario. Sometimes, the music from these games will play when you clear the level. some of them talk (in Japanese) as they move.

    There’s also this stringy version of Super Mario (that can jump a bit like Luigi; started out as a bug), and a fatter looking one. (Not sure what that one is. Probably one of the other “costumes”).
    There’s also a double-sized mushroom that produces a large Mario that’s 2×2 blocks big (where little Mario is the size of one block, and most “super” powerups are 2 blocks high, but still 1 block wide). It can break sideways through blocks, and also some unbreakable ones (not the standard “cracked ground” block, but the one with the truncated pyramid relief. Not sure about castle bricks). I’ve seen it even “wear” a pipe, which then acts like a Kuribo’s shoe. Wonder if that’s supposed to be “Mega Mario”, but it can’t seem to break through as much, and Mega Mario is otherwise unused in the game.
    You can also wear Buzzy Beetle or Spiny shells as hats, which protect you from overhead attacks, and the latter allows little Mario to break through bricks, and also breaks even some unbreakable ones.

    All of these are only for the SMB1 style, it seems, to provide other powerups beside just fire power. Though the game doesn’t have every powerup from the later games, such as the frog, hammer, mini, ice/penguin or squirrel suits. It does have (for the respective games) the raccoon suit (not tanooki version, though), super cape and propeller suit.

    There’s also this loud “party floor” effect that will, play, with lasers and flashing lights (I take it, adopted from the Mario Party series) and something you do that warps the graphics and music. Also these other effects, such as laughing mouths and these grey “blows” like punches, to the screen.

    The big addition (via download) this past week or so, were the skewers (spike pillars), and red coins (which when you grab all eight, a key appears that you can use to unlock doors). These can also be added to any of the four game styles, including the original SMB and SMB3, where they had never appeared before. In these 8 bit adaptations, the skewers are largely black (or dark gray-green in dark areas), with some gray scaling on the edges and spikes (i.e. the points are white, with the sides of the spike as gray. This of course is supposed to represent reflected light for a 3D effect. There is a little bit more detail on the SMB3 version. In the other two styles, they appear the same as in those games).
    The sound of one slamming (and a Thwomp as well), is, of course, the standard 8 bit “ummph” sound used for an explosion (Bullet Bills firing, the fireworks at the flagpole, original SMB3 Thwomps, etc.)

    Skewers are made by shaking a Thwomp on the level creating panel, and red coins are made by shaking regular coins.

    I had been complaining about all these new additions to the later games, but with them now being able to be added to the original engine, I guess it creates more of a continuity. So interesting!

  4. The big new Mario release this year was Super Mario Run, not for the Nintendo systems, but for Apple devices (and like so many other cool things, not Android). My wife decided to get it for her iPad, so I play it on that.

    Running is the default state, and you can only stop at certain special blocks in the ground (or on lifts or when blocked by walls or other objects), or bounce off of things to go back and get something you missed (including there being backward pointing arrow blocks in the ground that a propel you backwards for a bit). So you can still do wall bounces to get up somewhere, in addition to these spring boards.
    The player automatically climbs over walking enemies, but you can still be damaged if you hit them at any other angle (like from below) or they come at you. If you land on the edge of a platform, you also climb the rest of the way up.

    It uses the NSMBU engine, with the same sound effects, and the giant quartz crystals sticking up out of the ground as mountains in the background, but without the squirrel suit, the tilting Easter Island heads, etc. just like Super Mario Maker’s newest game layout. (The underworld theme, while using the same familiar tune, is reworked, though, to have a faster rhythm to go with running).

    Comparing all these games, especially on Super Mario Maker made me realize that while the initial “New SMB” restored some of the old sounds, upon NSMBW, they changed them, and this is what stuck to the present, with the two subsequent 2D games only differing in the “gold” theme of NSMB2, and the aforementioned additions in NSMBU.

    Like Super Mario World used a modified “pluck” sound (more “plup”, with a bit more “voice” than the original; like flapping your tongue against the bottom of your mouth) for both killing enemies, and initially hopping on them. (And of course, the pitch goes up with every enemy killed afterward). In the original SMB, hopping on them was a “bwup” sound and then kicking the shell, or the shell wiping the rest of the enemies was “pluck, pluck, pluck…” (same pitch). On SMW, it was all the “pluck” sound, and while NSMB restored the original “bwup—pluck” (but the pitch still rises), what NSMBW/2/U did was replace the “bwup” with a “clipped” version of “pluck” (which also rises in pitch the more enemies you hop on. The “pluck” sound also has more of a “voice” like SMW, in the cavernous undergrounds).

    NSMB also restored the original full “bling” sound of coins, while SMW totally muted it. On NSMBW and later, they now use an inbetween sound somewhat like that used on the 3D games.
    I of course think it sounds better with the original “bwup” and “bling” sounds.

    I heard many weren’t impressed with it, and being I saved the Princess fairly quickly, I imagine that’s why. (Further challenges are grabbing all the pink coins, which then are replaced by purple ones placed in more difficult places, and then black ones. Then, what are called “Toad Rallies”). Still always nice to have a new Mario game to play, though.

    Other news, is that with the plans for the next home console (called the “Switch”, and is more of a hybrid between a console and a handheld; even moreso than the Wii U controllers), scenes from a new 3D Mario platformer were shown, and it seems to be set in a Mexican village or something. It reminds one of Sunshine.

  5. SUPER MARIO ODYSSEY!

    Not just the little Mexican villa, but realistic scenes of NYC (even down to its unique, iconic “guy wire” traffic lights and “quarter loop” lamp posts) and many other types of area!

    People are already waiting in line for the preorders of the new system (still set for March), but it says this game is coming out for the holidays (as they usually do).

  6. After just over 28 years, I finally got around to playing through and beating Super Mario 2 (the “US” version or “Dreamworld” that was adapted from “Doki Doki Panic”). I had been planning to for years, and recently figuring, maybe next year for its 30th anniversary. But then my brother gave me his “NES Classic” last week (a sort of birthday present, when he decided he didn’t like it), so this week, I sat down and began progressing through the game.

    I had originally bought the game for him on the old NES when it first came out, but then went into the Air Force. By the time I came home again, he had lent it to friends, never to be seen again, and then Super Mario 3 was coming out anyway. I played through that and Super Mario World in a week as soon as they came out; after that was the first Super Mario Kart and then Super Mario Allstars, which had 16 bit updates of the first three games, plus the debuting “Lost Levels”.
    By this time, having seen in the Mario Mania guide, that SMB2 was not even originally a Mario game, and that there was a Japanese SMB2 that used the same engine of SMB1 (and would eventually be released as the “Lost Levels”), I lost all interest in bothering to go through it (I watched my brother play it again, and saw that the Wart chamber was redone in this psychedelic RGB brick pattern), as all focus now was on the “real” SMB2. Getting married and having a full time job, I pretty much fell out of the Nintendo circuit for years, missing all the spinoff series (such as “Party” and the “Kart” sequels), in addition to the [finally] 3D games Super Mario 64 and Sunshine; while my brother had afterward dropped Nintendo for Playstation anyway. It wasn’t until much later that I picked up the series with the Wii and 3DS, and so then tackled the “New” Super Mario Games (except U; never got a WiiU), Galaxy 2 and finally 3D Land.

    So this was like a “hole” in the progression.
    (Didn’t do the old Gameboy Super Mario Land series, as they felt too different, being non-colorized, where the 3DS games are just as good as the Wii titles. I also missed the first Galaxy, and when getting the Wii, and deciding on which 3D game to get; like whether to start with 64, and then work my way to the present from there, I in the end just decided to go with the most recent one, the second Galaxy. With the greatly improved graphics of that one, how could I ever go back to the crude early “polygon” graphics of the first 3D game? Sunshine looked better, but still seemed too different from regular Mario play with the Fludd pack. The two Galaxy games seemed so similar, I might as well choose the newer one to see how I like the 3D experience.
    I also don’t need to play NSMBU, as it’s like NSMBW, but with the addition of the squirrel suit and those tilting Easter Island heads, and it became the “same ol’, same ol'”. I would like to beat Koopa on it as that looked like a fairly easy battle. I also would still like to play 3DWorld. I had also for awhile skipped the original NSMB, and filled that hole when I got the 3DS, and tackled that one sometime after beating 3DL).

    Before the SMB2 game came out, we had gotten that first Nintendo Power magazine (replacing the “Nintendo Player’s Guide” or something like that), which featured the game, and the map of the first two or so levels. At that point, not expecting a sequel to the original SMB to keep the same graphics and gameplay features anyway, it looked like a very interesting followup with all of its new ideas, and I eagerly waited for it to be released.
    But then SMB3, which I first began seeing in the “Playchoice 10” machine in the Penn Station arcade a year later, restored the basic form of the original, though with a new engine and various expansions. (I even back then by that point had been hoping a third SMB game would be a 3D version of the original, as 3D was the latest fad of old games, such as PacMan, Asteroids and others. I even sent in a suggestion for it, with sketches).
    So this then led to the desire for the Mario series to stick to the original format (see http://www.erictb.info/mario.html). But of course, each new game would add new elements that would stick, to the present.

    A few years ago, I finally got around to watching the whole Super Mario Bros. Super Show on DVD (after missing most of its run on TV), which mixes both SMB 1 and 2, but actually, it seems, has more of the SMB2 characters as the “Koopa Pack”, along with the sound effects such as climbing things (also used for running). So it seemed like I was missing something.
    More recently, I saw where it was revealed that “Dreamland” was originally possibly conceived as a Mario game after all. It was supposed to be vertically oriented, using the stacking of objects to get higher. The idea was shelved due to the limitations of the early Famicom/NES, but then the basic vertical idea dusted off (and with regular horizontal play added) for the Doki Doki Panic format (which IIRC, was done for some company. The stacking of mushroom blocks to reach higher platforms is the remnant of the original concept, and would also be featured prominently in NSMBW).

    Also, the answer to why Wart didn’t appear in the cartoon was that he was basically merged with Bowser to form the “King Koopa” character. The evidence; Bowser always had light color drawn around his mouth (both in games and in the artwork), while “King Koopa”s face is all green (and I always said he looks more like an “alligator man”).

    So I played Mario most of the way through, but as jumps got harder in the last couple of worlds, switched to Luigi at some point. In the last level, with even harder jumps, with “Sparks” everywhere, I then finished with the Princess.

    So the game in ways felt a lot like playing the modern Mario games, as this one introduced many of the new permanent features of the series such as vertically oriented levels, themed worlds (desert, ice, etc.) picking up objects, “semi-solid” platforms, conveyor belts, doorways, the Bob-Omb and Pokey characters, fire-spitting plants and Sparks (with the various renamings in later games, such as “Amp”. It also looks like the new “Odyssey” game will feature another nod to SMB2: plucking vegetables in places).

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