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Game Blog / Re: Super Mario Bros. 3 Design and Planning - in a Japanese Children's Book!
« on: July 17, 2010, 09:55:28 AM »
That's awesome!
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This, and even if it's not based off of the SNES Rainbow Road, I miss the days where Rainbow Road was more than just a tricky track, but a battle with endurance and all of that. A mix between the Rainbow Roads of SNES, N64 and maybe a bit of DS/Wii would be good.
And for mini-turbos, I doubt we'll see MKDS's again...and I don't really care honestly because snaking sucks the fun out of Mario Kart. I know I'm going to get shot for saying this but really, think about it. I used to do it myself. Okay, so you win one race, but then you're finger hurts insanely bad from moving it so much. It's stupid.
I am not sad by this news, but I feel that SMB and SMB3 had water levels done the right way (or a correct way, anyway). Anything that has come since has stunk.
Least favorite dungeons: Ocarina of Time's Water Temple was a nightmare (as admitted by Shiggy himself), and Jabu-Jabu's Belly was the most problematic area I've faced in any Zelda title to date.
Okay, but when you're making a sequel, especially a comeback sequel after like over 10 years, it's supposed to be mostly similar. You're basically saying that it'd be okay if New Super Mario Bros. was a puzzle game. And don't give me this "SUPER MARIO SUNSHINE!!!11one!!" crap because it was an innovative sequel.