Sneaking Stories Past Miyamoto 83
Chris Kohler, editor over at Game|Life, has up a great interview with Super Mario Galaxy director Yoshiaki Koizumi. They discuss the development of the Mario and Zelda games, clarifying Shigeru Miyamoto's tense relationship with stories (and sentences), and discussing the lineage of the Mario titles: "In terms of spiritual successors, I've never found that to be the case. Whereas with the Zelda series, each game seems to follow pretty closely from the last with a few stylistic deviations. But Galaxy really feels like it went back to earlier roots with Super Mario Bros., in terms of trying to find that same tempo, that same feel. But for me, it's a matter of thinking what to do with each next step. There's nothing you really throw away. You think about these ideas and refine them constantly with every iteration of a game series. So for all the camera problems that you may have found in Mario 64 and Sunshine, even though we didn't realize how to fix those problems then, those solutions presented themselves over time and found their way into this game. I feel like you really can't have Galaxy without all of the things we learned from Sunshine."
MG Levels Reminds Me of SMB3 (Score:5, Insightful)
Re:MG Levels Reminds Me of SMB3 (Score:3, Insightful)
Camera in galaxy (Score:4, Insightful)
So for all the camera problems that you may have found in Mario 64 and Sunshine, even though we didn't realize how to fix those problems then, those solutions presented themselves over time and found their way into this game. I feel like you really can't have Galaxy without all of the things we learned from Sunshine."
Disabling changing the camera angle in most parts of game isn't fixing the problem.
That's not what it translates as (Score:3, Insightful)
Re:A Clockwork Mario (Score:1, Insightful)
Drama and Design... (Score:4, Insightful)
On other things, one thing that Mario 64 really back-treaded with was the number of levels. More levels = more different types of gaming styles. Here's Mario 3 and Super Mario World with 70+ and 120+ levels, all with their own unique style and gameplay gimmicks. Then there's Mario 64, with maybe 12 levels. You find yourself repeating yourself a lot, and for little reason. Obviously, the reason was because 3D levels are infinitely more complex, require more space on a cartridge, and more time in the design process. Now, with DVDs, it's possible to have many levels, and the design teams have learned how to make 3D levels as efficiently as they had with 2D levels. That's one of the main reasons why Mario Galaxy starts to feel more like Mario 3 or Mario World. I really missed having lots of little levels, each with it's own style, and not spending hours playing one level over and over again, on different "missions". With about 40 levels, Mario Galaxy just feels more like Mario 3 than almost any other game.
MG really *IS* the Mario 3 of the 3D era... (Score:3, Insightful)
I got the exact same vibe from Galaxy. You have one level (later one), where they entire level sort of melts in and out, as if there are some kind of cosmic spotlings, and any place they don't shine on, DOESN'T EXIST! How crazy and neat is that?! Or a conveyerbelt filled with holes, that you have to jump around.
Not only did it feel like the process was similar to Mario 3, I think it was obvious to the creators that there was a connection. The game practically begins with a re-arrangement of the Mario 3 airship music, in full 40-piece symphonic glory! And there were a few other Mario 3 musical references too, as well as some design similarities.
My only gripe with the game was the "suits". Mario 3 had, hands down, the greatest powerups in the series: Racoon, Tanuki, Eureka Shoe, Frog, and Hammer Bros, and so many of them were "secret". Mario Galaxy fell on it's ass with powerups. Not only were two of the suits a nightmare to control (Bee and Spring), but the times you could use them were completely regimented, and required. What was great about Mario 3 was that the suits could be used anywhere, so holding onto one suit through a few levels allowed you to do things, in other levels, that you wouldn't normally expect. In a castle, where there were nothing but fire flowers, if you had held onto a racoon suit, you could fly up to a secret area. In a lake with nothing but feathers, you could swim into a hidden cave with the frog suit. In Mario Galaxy, the suits are simply there to complete a certain given task for that level, and it feels really forced. It was even worse with Mario 64, but they were so incredibly minor, it didn't even really matter anyway.
All-in-all, hands down, best 3D Mario game. Mario 3 may still remain my favorite Mario, but Galaxy sits right up there with it and Mario World. Twilight Princess was able to knock out it's 2D and 3D counterparts for FAVORITE GAME OF ALL TIME, but I was suprised that Mario Galaxy could also do so well for me.