RolStoppable said:
Running around an enemy takes no skill, that's why. Especially in the huge open areas in Super Mario 64. You have to seek the confrontation to make something happen, that's not the same as being forced to deal with it. Super Mario World's first level has more than a dozen enemies and two deadly pits on the way to the goal. If you complain about incomplete and wrong data, you shouldn't provide clearly wrong data yourself. What the comparison between pits and confrontations with enemies in various games was meant to show is that there is a much higher chance to lose in 2D Mario games. A fact that I expanded further on by pointing out how many hits it takes until the player dies and how long levels are. Super Mario Galaxy 2 may be more streamlined and thus more dangerous than previous 3D Mario games (you are exaggerating your numbers though), but danger is still far more spread out than in any of the 2D Mario games. There are other factors that also make 2D Mario games more entertaining (like the physics), but I focused on disproving the initial and commonly voiced premise that 2D Mario sells more because it's easier. The conclusion of my post is that the overall feel of 2D Mario simply cannot be replicated in a 3D space, hence why 3D Mario will never reach the heights of popularity that 2D Mario achieved. |
I'd love to see anyone argue against this.
The ironic thing is, as Miyamoto continues to try and fuse 2D & 3D, he actually repulses fans of both. It is futile to continue this endeavor. I'd like to know why Miyamoto feels so strongly about destroying the game that created him.
Bet between Slimbeast and Arius Dion about Wii sales 2009:
If the Wii sells less than 20 million in 2009 (as defined by VGC sales between week ending 3d Jan 2009 to week ending 4th Jan 2010) Slimebeast wins and get to control Arius Dion's sig for 1 month.
If the Wii sells more than 20 million in 2009 (as defined above) Arius Dion wins and gets to control Slimebeast's sig for 1 month.







