>Score gone and replaced with adjectives
>Timer gone
>Coins and lives still around despite serving no purpose anymore
So close to being rid of all these vestigial remnants of the arcade era that serve no purpose in console games.
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>lives
They're called guys, zoom zoom.
it's extra marios in mario games
i always call them extra gos
Score has never mattered in a Mario game
They're extra men
Score got you lives if you got it in quick succession. It also was a competitive metric in 3D World.
>Score got you lives if you got it in quick succession
You could apply the same thing without a score, only the lives matter because of the time frame
>competitive metric
So was out running the camera to frick your friends up or holding towards the ledge on Nessie
Score was used as an actual relative metric in 3D World. You get a crown for it.
>You could apply the same thing without a score
As far as we see, they haven't chosen to do that, so the hypothetical doesn't apply here.
The crown was still there in the trailer though
>As far as we see, they haven't chosen to do that, so the hypothetical doesn't apply here.
They clearly have go watch the trailer, the mechanic is still there just without the pointless score
There's no point in the trailer where getting the max accolade (Wonderful) nets you an extra life. Additionally, the crown in the trailer is a Hud element that never shifts from one player to another. It might just signify P1/who the camera follows. It MIGHT be a score indicator, in which case the accolades and other elements of engagement DO contribute to some kind of score qualifier. It's just that we don't see the number as we play.
I think the crown is to represent who the camera is currently following like in NSMB2’s coop
they are called try agains
They're 1mans you morons
They're called ups.
It's so you can't beat the ultra hard final level in one night
Seriously though, what was the point of score in Mario games? No one actually grinds out score in any Mario game. The timer was superficial outside of specific Mario Maker levels.
Didn't scores nqck then also contribute to getting extra lives on top of 1 ups and getting enough bounces on enemies as well in the first mario?
I know that in SMB3 the score was used to trigger the treasure money ship but after that it wasn't used for anything I can think of except for 3D world when playing with friends.
Comboing gives you score in increasing increments and then eventually lives. Maybe not the case anymore here, which adds some challenge. Score was great in 3D World for a competitive slant.
Remnant of the arcade era. Back then, getting the highest scores meant that you could write your name digitally in the arcade machine, so people would come play it and know that some guy named Mac is really good at the game
points are pointless when you can replay levels. but if score were per level it would make a lot more sense.
Lives are shared and they might make it so that you get put back to the last castle if you lose all of the lives. The timer is still there, but it's used for specific levels/situations now. I'm not sure if the score is really gone.
they're called extra tries/+1 attempts
Coins give you an 1 up
Yeah but there's no penalty for running out of lives, so they're entirely pointless. "Game overs" are a relic of arcades.
>"Game overs" are a relic of arcades.
Wrong, game overs with actual consequences existed at least until the fifth home console generation. You also have no way of knowing that this game won't have any penalty.
>modern Mario title
>modern Nintendo title no less
>having penalties
>never played any of the NSMBs
You aren't qualified to speak.
Last NSMB game came out 10 years ago and that was under a different management, there's a good chance nintendo has changed and wants to make their games as kid friendly as possible just to play it safe.
Then they would've removed lives entirely.
There's a level in the trailer that looks like there's no floor at all. There's also difficulty classification for the levels. Neither of these would be the case if they just wanted to make it easy.
dont game overs reset your progress to the last castle or whatever overworld checkpoint?
That's how the NSMB games worked, yes. That anon is a moron.
proof that good artstyle truly makes your game timeless. Rayman Origins and Legends haven't aged a single day despite being over 10 years old I bet this game will look real good in Yuzu 4K though
and lives still around despite serving no purpose anymore
We don't know for sure. Maybe the game is hard enough to make you game over.
forced soul
The timer is on specific levels
Running out of lives is a reminder that you suck.
Accumulating 99 lives proves that you're good and the game rewards you by taking the character's top off.
Lives are not outdated in general. However they serve no purpose in Mario games because obtaining them requires little to no effort. You can easily get 2+ lives quicker than losing 1, even if you suck. The DKC games and Yoshi's Island also have this issue. They don't even feel like games anymore; just walking simulators. This can be fixed by having each stage start by giving you a fixed amount of lives, have one or two 1-ups that require effort to obtain in the stage, and losing them all forces you to start the stage over.
It seems like getting lives through points is gone, so it's not as easy. Additionally, with a shared life pool and coin pool, you might not get them at as high a rate. You also risk a game over for all players collectively if you mess up instead of just yourself. We might also see a return to the early NSMB style of only castles/(I think minigame houses sometimes?) counting as checkpoints where you can save, making a loss an easy way to lose progress.
*I haven't played recent NSMB games, but I took a dig and things don't seem to have changed: you can only save properly at castles.
Imposed heart
Coins might be around for a spending system like Mario Odyssey.
Lives are fun, frick you.
Coins are also decorative and they're fun to collect - even if their purpose is completely superficial, artificial, and could be done away with entirely.
Without things like a screenshake effect and flashy particle effects, a lot of games that are considered top tier would be regarded a lot less fondly. It's a similar vein of thought.
Coins also serve as the developer's "invisible" hand. They guide the player, sometimes towards "secrets".
As
says, they can serve as a level element to steer the player's attention or guide them in a platforming challenge. Coins at 100 give you an extra life. In an alternative to lives, coins are penalized in Mario Odyssey for dying. Coins are also used as currency in that context.
Mario games haven't been fun for the past decade or so, I don't know why people care about the fricking artstyle as if it would directly impact gameplay. Some scenes looked similar to donkey kong, maybe the game will step up the challenge a bit and it won't be just running through half empty levels / pressing jump once every 20 seconds.