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/vr/ - Retro Games


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File: 1.98 MB, 1532x2100, SMB2_box_art.png [View same] [iqdb] [saucenao] [google]
7267863 No.7267863 [Reply] [Original]

There is a wonderful sense of exploration to SMB 2 that is different from the also secret-heavy SMB 3 and SMW. What made SMB2 special this way? The lack of a timer is one obvious factor. Luigi and Peach being able to jump huge distances is another. What else?

>> No.7267867

Also bombs and destructible blocks.

>> No.7267873

>>7267863
Many paths/new screens.

>> No.7267876

>>7267863
The potion is still such a cool idea that I have not seen tried anywhere else. You can do a lot by simply encouraging the player to build up the biggest combo they can, so they look for vantage points can can accidentally find other secret. No other Mario game has greater non-pipe shortcuts than this one, either.

>> No.7267886

>>7267873
SMB3 and SMW have multiple paths, so it isn't what makes SMB2 different.

>> No.7267894

Every plant you dig up is like a question mark block.

>> No.7267935

inb4 mario madness retard

>> No.7267946

>>7267886
But they are both a lot more linear than 2. World lets you know before you start a level, 3 has smaller levels that are quite samey after the first screen. Each level in 2 feels like its own world and has unique elements, plus the lack of overworld map forces you to fill in the blanks yourself.

>> No.7268015

The snake jars probably help some.

The mysterious, dreamy setting helps too. There aren't any comical Bowser kids around; there's even less talking than in those other two games... you're just one well-known Mario character, surrounded by a lot of complete aliens who are living out their lives in their own weird landscape. The setting is presented in a relaxed way that leaves room for it to feel natural.

Also it's more inherently natural to begin with. In the more ordinary Mario games, you'll run into some enemies that seem like they might just be local animals, but you'll also see silly things like Chargin' Chucks that push you away from taking the setting at all seriously. In SMB 2 just about every enemy feels like it could belong in that world naturally, and the bosses feel like they could have interesting, mythical-feeling backstories that aren't just comical fluff like with the Koopalings.

>> No.7268052

>>7268015
You bring up a very good point, anon. In SMB2 it feels like the world would exist without you. Even though in reality the enemies are carefully placed, you feel almost like they were doing they own thing (like riding a camera over some spikes for the hell of it) when you came. It helps that most enemies ignore you and go about their business regardless. You can almost imagine a SMB2 spin-off where you just cultivate that ecosystem with no player characters around.

>> No.7268092
File: 1.25 MB, 1062x860, historian.png [View same] [iqdb] [saucenao] [google]
7268092

diju know? something something Donkey Dookie Picnic

>> No.7268095

>>7268092
A dookie picnic is not a picnic I want to know anything about.

>> No.7268123

>>7268052

One of my favorite parts is the nighttime area where you just ride the birds. You can fight that kind of bird as I recall, but there's no need to; it just flies horizontally and does not mind you at all. That level felt magical to me when I was a kid.

Letting the player step on enemies without hurting them allows for some interaction that isn't possible in those other Mario games. I guess that's another minor factor that helps with this. You can't normally carry tools around in other Mario games either. But here you can take random blocks around and use them as stairs or weapons or whatever. The world isn't just good things (question blocks mainly) scattered among bad things. There are many neutral things. Starmen are rare, and you can't ever throw fireballs all around. You sometimes wouldn't want to anyway, since they might destroy something you'd rather be riding on.

>> No.7268135
File: 1 KB, 256x240, smb2_w6-1_vase-phanto.png [View same] [iqdb] [saucenao] [google]
7268135

One thing about SMB2 that I always enjoy when revisiting is the underground levels. Normally, underground levels come off as bland to me, but the underground levels in SMB2 are really great. The bombs and breakable pathways, the sparks hanging on platforms that you have to charge jump to pass (or throw a block on top of), and of course the Phantos that will chase you to the overworld. I'm also a big fan of the sand puzzles, and depending on which character you chose (Toad being the strongest), you can make the level easier or harder when digging. Amazing level design, and amazing atmosphere on both NES and SNES/GBA.

>> No.7268141
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7268141

>>7268123
Reminds me of the level where you ride an egg over the ocean. Same vibe. Lots of magical and ingenious moments like these where the environment is part of the level design. I remember being stuck on 1-2 for the longest time when I was really young because I didn't know I could ride the magic carpet; but once I figured it out I was so excited.

>> No.7268149

>>7268052
>>7268123
I always liked the Ostro enemies that the Shy Guys were riding. Reminded me of the Arcade game Joust. And they definitely give me the same vibe you got, in that the world and environment feel lived in. SMB1 feels like each level is catered to Mario and his movement, but in SMB2 each level feels crafted for the region it is set in; ie: Waterfall mountains, Plains, Deserts, Icy waters etc.

>> No.7268151

>>7268135
you mean you don't just always play as Toad?

>> No.7268325

>>7268135
>Amazing level design, and amazing atmosphere on both NES and SNES/GBA.
JUST WHAT I NEEDED

>> No.7268335

>SMB2 thread
>Calm discussion, non-hostile and appreciative of the finer qualities of the game

>SMB3/World thread
>Tribalistic shitflinging left and right with no actual discussion

What the fuck

>> No.7268339
File: 763 KB, 934x350, whgawegr.png [View same] [iqdb] [saucenao] [google]
7268339

>>7267935
Mario Madness has the toughest moppets

>> No.7268363

>>7268335
Popularity.

>> No.7268403

Did anyone rip off SMB2 at the time?

>> No.7268416

>>7268151
When I was a kid I peeled the label off my copy and wrote "Super Toad Adventure" with a marker on it.

>> No.7268967

I just unironically died to Fryguy and game over'd

>> No.7268978

>>7267935
Literally this board's knee-jerk sneedposting

>> No.7270675

>>7267863
Birdo representation.

>> No.7270819
File: 1 KB, 256x224, Supmario2-40.png [View same] [iqdb] [saucenao] [google]
7270819

>>7267863
My favorite secret is the room with the warp zone that's hidden at the bottom of this pit in 3-1. I can see how gamers nowadays would think that's BS, but I love stuff like that.

>> No.7270828

>>7268403
Chip and Dale is kinda similar

>> No.7270949

>>7270819
It was BS! However, I liked it because it felt like a genuine secret, and I had a guide.

>> No.7270953

>>7268135
The thumbnail looks like a screenshot of the Atari Adventure.

>> No.7271170
File: 291 KB, 1200x1200, smb-2-shirt-front_box-2000x2000.jpg [View same] [iqdb] [saucenao] [google]
7271170

>>7267935
Nintendo left that title off their newest piece of 35th anniversary merch?
I seriously hope someone is fired for this.

>> No.7271190

>>7267863
SMB2 is a rom hack of Doki Doki Panic you idiot.

>> No.7271208

>>7271190
/vr/ is a rom hack of /v/

>> No.7271217

>>7271208
/vr is the secret level of /v

>> No.7271297

>>7271217
You forgot these: / /