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Wyrdness said:
Michael-5 said:

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I've highlighted level designs, that level where you fly through the rings is the opening stage where you jump in the canon and fire through five rings in a straight line after that the flying cap has no use in the level or the game until much later, even looking back now I think I can count on one hand how many times each power up came into use as the design didn't accomodate them. This post again high lights your stance as picking out vague similarities while ignoring and dismissing everything else, those levels where examples of added gameplay elements, a homage to MK, top down shooters, levels dedicated to speed runs, a puzzler style level with captain toad,  more diverse bonus stages these things alone already add more variety in gameplay then what SM64 had.

All you've done is name a few things in SM64, run and hide from Boo? And? how does this show the design and explain your point? You don't run and hide from Boo in SM64 for starters you fight them by running behind them, that stage was one of 2 or 3 where the invisible cap was used and all it did was let you run through a certain wall. The level's I've highlighted at least show the concept and design in them you can see the aim of how to work the level, just like in Galaxy where you work gravity to get through.

Believe me I can accept opinions, just not ones using a flawed notion, key note for you when you post your opinions people are just as free to challenged what they don't agree with it's how forums work use a blog if you don't like that syste

Do you not remember the Sand Level in the Basement of SM64 at all? It heaviliy relied on the wing cap, I would actually say about 10% of the games stars required the wing cap, so to say it's barely used, and then insult me for it shows your rigid view.

You do this and then push the 1 level with a Mario Kart theme in SM3DW as if SM64 had no race level.....

Sure add in the Top down shooter level, and some other bonus levels and SM3DW has more benosu levels, but what does that prove? The core platforming is the same, playing a Bowser Stage, or a Rainbow Stage, or even Block fort in SM64 is no different then playing on a Field Stage, or a linear 2D platforming stage in SM3DW.

That Boo stage was an example of the diversity of the gameplay in SM64. It and the Penguin Race stage are just the same as the Circuis Level or the MK race level in SM3DW.

All you've shown is that because of a few mini games, you think SM3DW as a whole is a drastically different game. It's not. Super Mario World 2: Yoshi's Island is a drastically different game then Super Mario World, SM3DW is more of the same Mario Platforming. Why you don't accept that, or at least that someone else things that way? That shows Bias.

I've already accepted that you see little differences and give them a lot more credit then I do when talking about the creativity in Mario games. I've accepted that you think Mario games are more creative and diverse then they every have been. I disagree with you, and that's as far as we're going to get. I still see Mario as the same old platformer as it always has been. It hasn't evolved, it's just being developed for a more capable system, that's why we see more Bonus Levels.

Do you not remember how small an N64 cartridge was? 64MB and they fit all of Super Mario 64 into that. Considering the hardware limitations, SM64 was far more diverse, and creative then SM3DW. SM3DW is Nintendo safe play, they wanted to make a Mario, but not something different. SM3DW is no change in the franchise like Sunshine or Yoshi's Island were, and I've been seeing less and less risk/change from Nintendo lately. I still think Nintendo's creative touch is dying, and you're free to think otherwise.



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