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You probably missed my post, but a straight line tool.chillv said:So, how would you make a slope option then? Any ideas?
Magikrazy said:The first dlc could implement a straight line tool to place slopes.
Magikrazy said:You probably missed my post, but a straight line tool.
Emmett Brown said:like what?
poison mushrooms (just thinking about what people would do with those.....)?
and uh
snow i think?
and wind (yeah this isnt happening)?
Emmett Brown said:like what?
poison mushrooms (just thinking about what people would do with those.....)?
and uh
snow i think?
and wind (yeah this isnt happening)?
Magikrazy said:What about an All Night Nippon skin? :P
Glitchy said:the snow theme was in smb 1 iirc
GBAToad said:if nintendo were to release dlc then it'd probably be level themes (e.g. snow, desert, athletic). only certain blocks, semi-layered platforms, the music and the background would have to be changed across all 4 game styles, making them a lot easier to make than an entire new game style (SMB2, SML, etc.), which would require changes on everything in all themes.
it wouldn't be wrong to assume we'd get new objects with these themes which'd make them actually worth buying. maybe like, 4 objects with each theme to remain consistent with the ones you unlock in the game. for instance, for a desert theme you might get quicksand blocks (which drag you downwards when you walk on them), Fire Bros., Pokeys, and Spikes.
Baby Luigi said:Or they were being lazy
chillv said:Not trying to target your statement, be defensive or derail the thread. However, it is difficult for me to simply make the claim "they were being lazy", especially for a game like this. Even if it is true, there are other factors. Sometimes things are rushed even slightly because of deadlines. Sure, they could delay the game, but it really isn't worth it considering that the staff could be focusing on more important projects, and making a habit of that could cause things to go nowhere. Another problem is that they seemed to invested a lot into this game, making it the highlight of Mario's 30th Anniversary, packaging it with a booklet, making amiibo for it and even entire Wii U bundles; not really something I would expect if they were trying to be lazy. To be honest, if they really wanted to be lazy, this game could've had almost nothing more than what we saw when it was revealed at E3, and they could've just put it on the eshop as small downloadable title.
On another note though, I do think what I said before could be a credible reason for a lot of the missing content. Remember the slogan "Anyone can make it. Anyone can play it" from the commercials? This may seem stupid to bring up, but marketing can help you infer the target audience the game is geared to. Of course, this game is geared towards Mario fans. However, it is also geared towards "anyone". The game is meant to be a fun level creation tool that "anyone" can get into. And to be honest, the Super Mario Bros. series is recognized by people beyond his fanbase like us. a.k.a. Almost "anyone" could know about the Mario series. Unfortunately, these people don't know all of the elements of Mario levels. Only the essentials and sometimes a bit more. That also could be why you only start with basic tools, and the tools you get afterward are slightly more complex, but are at least somewhat familiar to the general Mario audience.
So, does this mean these omittions are justified? Well, I don't think a yes or no statement would be absolute in validity. Sure, these omittions help the game be more accessible to all audiences, which was probably their vision for the game, but they also are limiting to people who have knowledge of some more in-depth elements of Mario levels. They could've very easily made more advanced tools, but it could make things overwhelming and confusing for people who aren't used to complex creation tools.
Like I said before, I'm not really trying to defend the decisions made with the game, as even I find the game kinda limiting in some areas. However, I find the "they were being lazy" claim to be a bit too general considering other possible factors and known information available. There could be actual, broader reasons behind these design choices.
MnSG said:Ironically, you see people who are failing to complete the easiest courses, and as a result, those courses end up appearing in the expert difficulty 100 Mario Challenge.
Baby Luigi said:I really don't know, it's a triple AAA title, you would expect a basic feature such as slopes to be in it. Maybe if it was developed by a smaller team of people
MnSG said:Super Mario Bros. Mario doesn't even have any sliding sprites, which can easily explain the absence of slopes.
Emmett Brown said:MnSG said:Super Mario Bros. Mario doesn't even have any sliding sprites, which can easily explain the absence of slopes.
that is literally no excuse considering all the new *bleep* they made for smb1.
the much bigger problem would probably be that slopes would look plain weird with smb1's block structure