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/vr/ - Retro Games

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>> No.7824613 [View]
File: 213 KB, 495x496, Mario_in_Therapy.png [View same] [iqdb] [saucenao] [google]
7824613

>>7824575

For that matter, getting all 120 stars in Super Mario 64 was a pretty harsh go; like I don't even think getting a graduate degree was that hard except maybe toward the end when they were like harassing me about the spaces between the periods in my table of contents in my thesis, but like even then it was like rationally negotiable instead of the chaotic hellscape that I had to navigate only in order to find that there was an unplayable Yoshi on the roof of the castle who gave me a hundred lives, which is... well, it's like basically nothing, because you've already seen everything in the game if you're talking to him (her? it? I don't know Yoshi's pronouns, but I assume they're pretty much genderless).

>> No.7385442 [View]
File: 213 KB, 495x496, Mario_in_Therapy.png [View same] [iqdb] [saucenao] [google]
7385442

What was the reasoning for the switch between inventory in Super Mario World as compared to Super Mario Bros. 3?

In SMB3, you can collect cards that contribute to a three-page inventory of items that are available for use; yet in SMW, you are allowed but one slot of spare inventory to cycle through as you play the game.

Clearly, given the memory capabilities that the SNES had compared to the NES, it can hardly be blamed on hardware limitations - this was clearly a directorial choice, and I'm wondering what drove the decision, especially since there has not been to my knowledge an SMB that integrated such an inventory since, other than the RPG games.

Was it because SMW allowed you to save your game, and being able to just collect power-ups before saving made the game too easy?

I mean, the people who discussed these things originally are probably alive today, so there's a chance this question could actually be answered.

>> No.6335727 [View]
File: 213 KB, 495x496, Mario_in_Therapy.png [View same] [iqdb] [saucenao] [google]
6335727

>>6310887

There is no answer.

Don't stop reading, though.

There's a reason there's no answer.

Each one promised a different experience.

SMB3 was still an arcade fantasy of mastering stages and finishing the game as soon as possible - this was communicated by the national cinematic franchise, "The Wizard," which featured a secret that allowed basically any player to get a warp to the fourth level, and if they were able to figure out that crouching on white blocks for five seconds allowed them to jump into the background, then use on the double to quickly arrive at the eighth.

There was no password and no save function. It was all about how good you were at playing the game given the restrictions of being able to build lives and power-ups (which you could now store) should you decide to attempt the warp to the final stage.

It was possible to beat this game in as few as twenty or thirty minutes or as long as several hours, depending on how safely you wanted to play it.

Super Mario World was different, however. It offered a save-state, and multiple endings for most levels.

So do you prefer a game you can finish in half-an-hour, or one that requires a longer commitment?

>> No.5987531 [View]
File: 213 KB, 495x496, Mario_in_Therapy.png [View same] [iqdb] [saucenao] [google]
5987531

>>5986687

"I don't know, it just seems like it's all the same thing after a while... some note from him saying he's 'kidnapped' her again, and I have to make my way through various worlds where literally everything is alive, it seems, except the bricks, and infiltrate his castle in order to save her.

How many times can he rebuild and relocate a giant castle, though? What kind of Mushroom-Kingdom contractors does he have to help?

I mean, sure, there's the Troopas, but they're so stupid they just march forward at you like cows while you jump on their shells and expel their oddly independent endoskeleton from within, and even then they just sort of slither around without direction. You can't teach that sort of creature to collectively move huge stones and build palaces.

So, who's financing Bowser's empire?

It would take like massive resources - the kind... that, well, maybe a royal family would have.

She stays sometimes months, occasionally years before it happens again, but it's always the same thing.

The note. The Bwah-hah-hah. The desperate scream of 'Mariooo' as he carries her away in whatever contraption his engineering team has crafted for him this time.

I'm on to her.

Next time... I think I'm gonna try and find a pipe that leads to a different Kingdom. Mushrooms are great, and all, but if I spend any more time there, I don't think I'll be a very fungi."

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