one of the things that's pretty unique about this game (especially if you watch the speedruns) is that you can tell they had an eye on using up too much memory, which I think caused the levels to be pretty crammed together. as a result they all feel like a well-defined space, where you can find unique ways to get from one place to another. you could be on your way to get one star and accidentally happen across another one. the more modern games (haven't played Odyssey yet mind you) don't seem like that - on Galaxy for example, nearly every little planet or challenge is walled off, there's nothing like (say) reaching the top of Rainbow Ride and seeing if you can long jump all the way to the beginning platform
― frogbs, Tuesday, 20 February 2018 14:08 (one year ago) link
yeah, that's my fave thing about the tall, tall mountain. that same Raumplan of spaces interrelated in section as well as plan, without the profound sense of the cubic outer edge constraining everything.
― Doctor Casino, Tuesday, 20 February 2018 14:29 (one year ago) link
you can tell they had an eye on using up too much memory, which I think caused the levels to be pretty crammed together. as a result they all feel like a well-defined space, where you can find unique ways to get from one place to another. you could be on your way to get one star and accidentally happen across another one
you should play Odyssey - it does this really well! they don't kick you out of a level for finding a moon, so you are free to explore and collect. the level design is similarly tight like SM64, with lots of shortcuts and inter-connected areas. New Donk City for one has lots of areas where you can jump from building to building. once you figure out how to do the multi-jumps, you can use it to explore the more out of reach areas (and shortcut win the turtle races). i agree Galaxy feels far more linear. compared to that, SMO feels more like a direct sequel to SM64.
it's a testament to Miyamoto's genius that they spent 50% of the time just working on Mario and his controls. the reason these levels work is because traversal is not just possible but above all fun. a Shifty Sand Land without the triple jump or the god-tier flight controls would be a pain. the controls of Mario really are half the game.
I remember thinking the Bowser levels were far better than the world-y world levels, but now I feel differently
yeah i like these levels but they kind of are the most traditional in the game. they almost feel like Super Mario 3D World, the kind of standard 2D platform jumping but with an extended Z dimension. i really like how they sort of wind up and into the air (verticality is a big design feature of this game). the fact that they take place on free floating platforms in space means the camera has nothing to bump into and so these tend to have the best camera controls in the game.
― Hazy Maze Cave (Adam Bruneau), Tuesday, 20 February 2018 14:58 (one year ago) link
hmmm guess I'll be buying a Switch then
I did play one level, my little brother's got it. you transformed into some Q-bert lookin thing and flicked the stick around. was pretty fun. and yea, the moons not booting you out is pretty nice. how great would the Mario 64 speedruns be if you didn't have to keep jumping back out of the paintings?
― frogbs, Tuesday, 20 February 2018 15:18 (one year ago) link
theres a modded rom that lets u stay in the level iirc
― lag∞n, Tuesday, 20 February 2018 15:20 (one year ago) link
find DC's repeatedly expressed architect's love for tall tall mtn v heartwarming
― difficult listening hour, Thursday, 22 February 2018 11:22 (one year ago) link
― Doctor Casino, Thursday, 22 February 2018 13:36 (one year ago) link