Another great video. In regards to the wall jumping, I myself prefer the input method of pressing into the wall I want to jump off of. That said, what does feel off about Wonder's wall jump mechanic to me is the delay between pressing into the wall and Mario entering an 'on-wall' state. He needs to be descending for that to happen and when you need to do fast, consecutive wall jumps, it just doesn't register as fast as I expect it to. The way I made wall jumping work in my game prototype is to increment a counter when collision with a wall happens and am not on ground. When the counter reaches a cap, in this case 8 frames, the on_wall state is activated and any upwards momentum gets dropped so downward momentum can start being applied. Having the counter gives a slight buffer for repeated collisions in quick succession so you don't go in and out of a wall slide repeatedly, for example by pressing away from the wall to get off but then reversing back into it. You'd jitter on and off without that buffer. Further, I can eliminate the need for any directional inputs to perform a wall jump by making the only necessary conditions to perform one being whether or not I'm on a wall and am not on the ground so you now only need to press the jump button to wall jump. Further, further...any further on_wall states can be immediate if collision happens while in a wall jump state which negates any further directional input checks to initiate said on_wall state.
Learning to love this game was an arc in and of itself, because personally it was a grey area for me. There's a lot it does right, but a handful of things it does "wrong", and even then those wrongdoings are outweighed by what's done right.
this is the only review i have seen since the game's release that actually gives a thoughtful and objective perspective instead of praising it for being the best 2d mario ever without backing that up at all
As for Boss fights, Mario has always been simple but I do like fights were my power up effects how I take on the fight or where each boss has a completely different gimmick. I expect Mario Wonder 2 to be more of the same but with the Koopa Kids, Kamic and Boom Boom and I feel Captain Toad Wonder is just around the corner
That would be interesting, for sure. I don't have much experience with the original trilogy since I never owned a SNES, so it would be fun to go back to them at some point.
16:12 you used the music levels of the game as an example for some of the break time stages being lackluster, but i honestly was looking forward to in each world finding out what they would reference and I don't find them in anyway offensive but yea the search party stages are a good example of that. They're the only stages in the game I actually dont like, I mean there was one good one that used the power ups but besides that one i agree
Honestly I rather this game over Tropical Freeze. I mean the biggest complaint for Wonder is usually the boss fights, but imo Tropical Freeze has the exact same issue, just in a different way. They drag on for way too long, and there's some bosses that were actually just not fun for me, like the underwater one. They're both extremely good, and each have advantages and reasons to play them over the other, but for me Wonder was better
On the elephant power up not being a suit, I think it’s not a suit cause that wouldn’t make sense how can you hit people with your trunk in a suit and how do you store water in fake trunk
The three golden things about New Super Mario DS have still not been passed along in any meaningful capacity in 2d nario. The blue shell Actual boss variety (sorta, boswer jr is repetitive but the main castle bosses are pretty neat besodes bowser) And Mario vs Luigi
Spent too much time not playing a plstformer or repeating the same 'challenges' .. It became a slog not a pleasure. The physics and responses never gelled with me.
I think my Favorite things from Mario games are Drill power Badges wonder powers (though many of them are reused from past games there still fun in new ways) Ice Flower Cat The Power to become a statue the challenge of not jumping The Cloud Bubble Mini Giant spinning sideways attack pick up and toss stuff in all directions Eat things Walk on spikes Immunity to Lava Invisible to the enemy stand on a Thwomp Shell Helmet Smash things you normally can't long range water blast for harming water and filth based enemies Swim Faster Jump higher / longer carry things projectile immunity push a platform to solve a puzzle bounce out of Lava and get a 2nd shot at a failed jump tap on the screen to stun Go threw walls Scroll left Shoot in any direction projectile can change direction jump and float slowly down stick to a wall ride on the back of some thing Pass threw a hard spot with out needing to worry about jumps or damage picking up your friends Silhouettes background and foreground layers low gravity standies Worst powers Times jump with rhythm to music suddenly have no friction inverted controls being too tall can't stop jumping / running constantly crying having radical mood swings because your a girl and girls are like that being incapable of picking up power ups or collectables having the flag clear not count having the image distort and get wobbly Every thing makes a funny sound now Constant over lay effects that go for too long troll blocks forced Yoshi death being upside down having to move my whole IRL body the ground vanishes slowly raising death free money free 1-ups standing on overly round things pinball physics Darkness dinky drops of water that just make flowers happy and don't harm any one being pushed but not damaged crying other characters and Love and hate: Escort missions Carrying one thing all the way to a goal Snake Blocks Clown Cars Bombs the crown stamps That'll give you a feel of what games I like and don't like
Did they though? I mean I would agree with things like 3 or World having better secrets, but the NSMB series eh i don't know. I mean the star coins are worse hidden imo, I mean some are basically impossible to even tell where they are, basically none of Wonder's purple coins did I have to look up, when for games like Wii you sometimes had to do something you would never have thought of
@@Daft0Cean968 then we 2 are on opposite sites of the scale :) because what you write is EXACTLY what I mean. The secrets in Wonder are not secret 95%. as you say you dont have to look any up, most of them are rather easy to find, even secret exits, although they are less obvious- but also less rewarding. NSMB had some cool secrets, even though obvious. beat some bosses with mini mushroom, find hidden walls (or not walls ;) ) and it was always a wodner to see if you can finally find a secret exit in a level. In NSMB i had such cases every worls at least twice and it was rewarding. In wonders it was more of a simple collection, maybe 3-5 times in the whole game an exit was surprisingly well hidden - and they then dont even get many exciting aalternate routes, at best an extra level or 2...
@@Mut4ntG4m3r but dawg having to look something up doesn't mean they're well hidden secrets. There was several of many times I looked something up and didn't go 'Ooooh so that's where it was', more like 'now how the hell was i supposed to figure that out'. I thought the purple coins were good but I understand you're point about them being in plain sight a lot, but too many of star coins were behind some invisible wall that i guess you were supposed to just know was invisible I agree with the secret exits tho, I way rathered World's to basically aby other mario game but Wonder doesn't even have them in a traditional sense. There are other exits but they're usually due to a wonder effect not like they were in world or nsmb
Just finally seeing Daisy in a mainline Mario game again was enough to make me excited for this game.
Another great video.
In regards to the wall jumping, I myself prefer the input method of pressing into the wall I want to jump off of. That said, what does feel off about Wonder's wall jump mechanic to me is the delay between pressing into the wall and Mario entering an 'on-wall' state. He needs to be descending for that to happen and when you need to do fast, consecutive wall jumps, it just doesn't register as fast as I expect it to.
The way I made wall jumping work in my game prototype is to increment a counter when collision with a wall happens and am not on ground. When the counter reaches a cap, in this case 8 frames, the on_wall state is activated and any upwards momentum gets dropped so downward momentum can start being applied. Having the counter gives a slight buffer for repeated collisions in quick succession so you don't go in and out of a wall slide repeatedly, for example by pressing away from the wall to get off but then reversing back into it. You'd jitter on and off without that buffer.
Further, I can eliminate the need for any directional inputs to perform a wall jump by making the only necessary conditions to perform one being whether or not I'm on a wall and am not on the ground so you now only need to press the jump button to wall jump. Further, further...any further on_wall states can be immediate if collision happens while in a wall jump state which negates any further directional input checks to initiate said on_wall state.
Learning to love this game was an arc in and of itself, because personally it was a grey area for me. There's a lot it does right, but a handful of things it does "wrong", and even then those wrongdoings are outweighed by what's done right.
this is the only review i have seen since the game's release that actually gives a thoughtful and objective perspective instead of praising it for being the best 2d mario ever without backing that up at all
love your videos man!! keep it up!!
As for Boss fights, Mario has always been simple but I do like fights were my power up effects how I take on the fight or where each boss has a completely different gimmick.
I expect Mario Wonder 2 to be more of the same but with the Koopa Kids, Kamic and Boom Boom
and I feel Captain Toad Wonder is just around the corner
A DK Country retrospective series would be super
That would be interesting, for sure. I don't have much experience with the original trilogy since I never owned a SNES, so it would be fun to go back to them at some point.
16:12 you used the music levels of the game as an example for some of the break time stages being lackluster, but i honestly was looking forward to in each world finding out what they would reference and I don't find them in anyway offensive
but yea the search party stages are a good example of that. They're the only stages in the game I actually dont like, I mean there was one good one that used the power ups but besides that one i agree
Honestly I rather this game over Tropical Freeze. I mean the biggest complaint for Wonder is usually the boss fights, but imo Tropical Freeze has the exact same issue, just in a different way. They drag on for way too long, and there's some bosses that were actually just not fun for me, like the underwater one. They're both extremely good, and each have advantages and reasons to play them over the other, but for me Wonder was better
On the elephant power up not being a suit, I think it’s not a suit cause that wouldn’t make sense how can you hit people with your trunk in a suit and how do you store water in fake trunk
Can't spoil a game I fully beat so let's watch the video 😂
Bowser is the final boss! 😂
The three golden things about New Super Mario DS have still not been passed along in any meaningful capacity in 2d nario.
The blue shell
Actual boss variety (sorta, boswer jr is repetitive but the main castle bosses are pretty neat besodes bowser)
And Mario vs Luigi
16:51 you can actually hit them with any character
Commentating for the algorithm
great review leaving a like
Great timing on a 10 minute break right now
Spent too much time not playing a plstformer or repeating the same 'challenges' .. It became a slog not a pleasure. The physics and responses never gelled with me.
I think my Favorite things from Mario games are
Drill power
Badges
wonder powers (though many of them are reused from past games there still fun in new ways)
Ice Flower
Cat
The Power to become a statue
the challenge of not jumping
The Cloud
Bubble
Mini
Giant
spinning sideways attack
pick up and toss stuff in all directions
Eat things
Walk on spikes
Immunity to Lava
Invisible to the enemy
stand on a Thwomp
Shell Helmet
Smash things you normally can't
long range water blast for harming water and filth based enemies
Swim Faster
Jump higher / longer
carry things
projectile immunity
push a platform to solve a puzzle
bounce out of Lava and get a 2nd shot at a failed jump
tap on the screen to stun
Go threw walls
Scroll left
Shoot in any direction
projectile can change direction
jump and float slowly down
stick to a wall
ride on the back of some thing
Pass threw a hard spot with out needing to worry about jumps or damage
picking up your friends
Silhouettes
background and foreground layers
low gravity
standies
Worst powers
Times jump with rhythm to music
suddenly have no friction
inverted controls
being too tall
can't stop jumping / running
constantly crying
having radical mood swings because your a girl and girls are like that
being incapable of picking up power ups or collectables
having the flag clear not count
having the image distort and get wobbly
Every thing makes a funny sound now
Constant over lay effects that go for too long
troll blocks
forced Yoshi death
being upside down
having to move my whole IRL body
the ground vanishes
slowly raising death
free money
free 1-ups
standing on overly round things
pinball physics
Darkness
dinky drops of water that just make flowers happy and don't harm any one
being pushed but not damaged
crying other characters
and Love and hate:
Escort missions
Carrying one thing all the way to a goal
Snake Blocks
Clown Cars
Bombs
the crown
stamps
That'll give you a feel of what games I like and don't like
Gameplay was fun, Level creative but Secrets only ocasionnaly Interesting, sadly . The nsmb Serie did that much better
Did they though? I mean I would agree with things like 3 or World having better secrets, but the NSMB series eh i don't know. I mean the star coins are worse hidden imo, I mean some are basically impossible to even tell where they are, basically none of Wonder's purple coins did I have to look up, when for games like Wii you sometimes had to do something you would never have thought of
@@Daft0Cean968 then we 2 are on opposite sites of the scale :) because what you write is EXACTLY what I mean. The secrets in Wonder are not secret 95%. as you say you dont have to look any up, most of them are rather easy to find, even secret exits, although they are less obvious- but also less rewarding.
NSMB had some cool secrets, even though obvious. beat some bosses with mini mushroom, find hidden walls (or not walls ;) ) and it was always a wodner to see if you can finally find a secret exit in a level.
In NSMB i had such cases every worls at least twice and it was rewarding.
In wonders it was more of a simple collection, maybe 3-5 times in the whole game an exit was surprisingly well hidden - and they then dont even get many exciting aalternate routes, at best an extra level or 2...
@@Mut4ntG4m3r but dawg having to look something up doesn't mean they're well hidden secrets. There was several of many times I looked something up and didn't go 'Ooooh so that's where it was', more like 'now how the hell was i supposed to figure that out'. I thought the purple coins were good but I understand you're point about them being in plain sight a lot, but too many of star coins were behind some invisible wall that i guess you were supposed to just know was invisible
I agree with the secret exits tho, I way rathered World's to basically aby other mario game but Wonder doesn't even have them in a traditional sense. There are other exits but they're usually due to a wonder effect not like they were in world or nsmb