
I couldn’t do that poinge at all.
No posts allowed about fire flowers.
The reason why flowers are undervalued.
I think this is why Mario World became popular.
Unbelievable… I can only fly a little, keep attacking left and right, and by the way, I can become invincible once while gliding…
>>5It’s too lawless…
I prefer Cat Mario.
The sudden dive and crash were strong, right?
I couldn’t fly in the crazy way you see in videos, but even so, I felt an overwhelming strength.
The most lawless thing about this guy is that he can take down a bull in a single blow.
I remember laughing at how every stage was basically “Use this to fly!” as the strategy in the guidebook.
I don’t really understand the detailed conditions for not taking damage when hitting the enemy.
Power Flower
The cloak of power, speed, and technique.
>>15There are quite a few that can be defeated with a cape but not with fire…
Why do the wings turn into a cape?
>>16That’s fine, but can’t we do something about the name “cape wings”?
There was a course in the special course that blatantly prevented flying with a cape.
It seems there have been cases where people cleared those courses by flying through.
It’s true that it was strong, but using it was really fun, right? The cloak.
Considering it from 3, the usability has evolved greatly and it’s amazing.
Strong in Mario Kart as well.
>>20I didn’t know I was banned from the world.
>>44Wasn’t it usable in the battle mode of 8DX?
The decrease in falling speed is too convenient.
>>21My savior who is not good at action and cannot perform precise maneuvers.
Seeing that there has yet to be a flying type transformation that surpasses this, which is equipped for both offense and defense, it seems overly over-spec.
The subtlety of Yellow Yoshi.
I understand that creating flying abilities made it too powerful for a side-scrolling action game, but why does it also have hit invincibility?
Why did you put on that invincibility just that one time?
The item stock feature is over the top…
>>28I don’t think it’s a bad decision since there were many kids playing this for the first time seriously.
Even with this, it was quite difficult for me back then.
It might still be tough even now.
You can keep using the P feather limited to stage 1 in 3, so that’s definitely strong.
Fire is at a distance…
There are many situations where just flailing around and hitting the buttons in a frenzy can somehow work.
Cat Mario made a comeback in New Super Mario Bros. 2, but…
The cloak probably won’t make a comeback in the new release.
Green! It’s also strong because you can easily get it from blocks.
Why do flowers appear? Aren’t there any blocks?
>>33Yellow is a mushroom! Green is a wing!
What about red…? What about blue…?
>>36What was that seriously? I can’t remember the contents of red and blue at all.
Is there a possibility that there’s nowhere to hit?
>>19I wonder why we take this for granted, don’t we?
Flower has been doing her best from 1 to 3…
It was fun when I could completely break through the old game with the cape in Mario Advance 4.
If you eat mushrooms, will your height double…?
Just because there’s stock doesn’t mean you can recover 100%.
If you fall into a hole, you’ll die.
I think invulnerability during flight is too strong.
Conversely, if that hadn’t been there, I think it would have been extremely stressful to suddenly crash into an enemy while flying happily and get stripped of my cape and thrown down.
If you collect 100 coins, your life increases…?
I wish I could set stocks in Mario Maker too.
>>45Difficulty settings will become outrageous based on a glitch that is assumed to be stock-based.
>>50Even without stock, there were a ridiculous number of courses like that.
At the point of the three tails, it was already quite enough, so why did you add a glider?
Even though that alone can’t clear everything, it’s ridiculous.
I understand that it didn’t become established because if the sky isn’t wide enough, it can’t be utilized, but then it would make stage elements completely ignored, which isn’t good.
It will be useful in the fire boss battle…
>>49It’s faster to step on it.
>>51Ludwig, Morton, and Roy clearly have fast fire rates.
I prefer Fire, which can be defeated before engagement underwater.
The mid-boss on the tilted stage slides away at an incredible speed, right?
That said, since there are instances where it can penetrate item stocks and cause instant death, I think the difficulty level was well-balanced for various user demographics, considering there’s this aspect in the late game with item stocks.
Those who say that Flower is useless are somewhat good at Mario.
How reassuring it is to have fire that can defeat enemies from a distance when you don’t even want to get close to them.
>>57You’re reliable in underwater combat, aren’t you…
>>57Which do you think is more valuable, staying in the air or something else?
>>60All I can understand is that you are stupid…
It’s said to be one of the strongest among all the Mario characters over the years.
The Wii’s propeller was strong, so flight ability is really amazing.
The stage destroyer, Luna.
I like to chip away at the boss’s HP with fire and defeat them.
I liked that it was strong and that wearing a cloak itself was cool.
>>65It’s unfair how cool this bearded old man looks when he wears a cloak.
In a game where falling results in instant death, being able to slow down the falling speed is incredibly powerful.
When you hit it with two fire attacks, it will come towards you, so stomp on it to knock it down!
Wearing a cape might let you fly… well, I guess that’s true.
Mario World is also big because it has Bull.
A bull is like a buzzing insect that is out in the wild.
With Cape Mario, I can defeat it in one shot.
The rapid tapping is strong, but the Y button is dying.
It’s fun to spin jump and break through in the stage full of yellow blocks in Star Road.
Dead
>>72That glitch? I was surprised because I don’t really understand the conditions for it to occur.
It appeared for a moment at the beginning of the movie, right?
I definitely thought that CM was a foreshadowing for Cape Mario, but it didn’t happen.
I’m looking forward to the next work.
>>73There should have been quite a bit of material, but it makes me feel the length of history that it seems possible to create one more work with the same amount of content.
I think one aspect that contributes to its accessibility is being able to completely ignore the ground stage gimmicks as if it were a matter of course.
If you want to restrict broken items, it would be better to voluntarily impose restrictions rather than nerfing them.
The thread image feels fun as a form of play.
For an offline single-player game, that’s good enough.
Frog
It’s hidden behind this thing, but spin jumps are quite lawless too.
Since Y=X, it’s a life hack that allows you to fly and perform spin attacks at the same time.
The number of blocks that can be rotated on the screen is fixed, and after rotating a certain number of times, they can no longer rotate, causing the player to get trapped and die.
I just came up with a lie that there is such a bug.
A thoughtful design that even prepares a blue Yoshi for kids who can’t handle the thread image.
I didn’t think I would see a lawless ability return even in Mario Kart.
The only impression I have of the movie is the super scope…
During my kids’ days, I had an unmatched experience with this and thought Mario was so fun~ Then, when I got a bit older, I tried restricting the cape and switch blocks, and thought Mario was still so fun~
That’s just fine for a Nintendo game.
There have been various 2D Mario games, but in the end, this one was the most fun.
I wonder if I’ve become a burden…
I was excited that I could fly continuously for a while, but I never expected that all I had to do was press the key opposite to the direction I was going…
>>87Once you remember this, it becomes really easy, but I couldn’t keep jumping at all when I was little.
If you don’t start complaining that what I just said is not interesting, it’s not being a grumpy old man, but just nostalgia.
Nerfing the cape makes you a flying squirrel.
It’s considerate for a game from that era to have a practice stage prepared from the very beginning.
To be honest, you can clear most maps just by flying and then slowly descending into them…
It seems that even Mario’s belly can defeat enemies, but I couldn’t trust Mario’s belly.
With the cape, it’s conveniently nice that I can hold down the button while flying with Yoshi.
It’s strong, and if you make a mistake in operation, you can even do dynamic suicide, so there are various fun ways to enjoy it, making it a good deal.
I thought there was a limit to the distance you could fly in World 3, just like with Tail Mario.
I never thought it would be infinite.
It seems that you can also change direction while in flight.
>>97I don’t know how it happens, but sometimes I would laugh out loud even when flying backwards.
>>99When performing a cape attack, Mario’s direction changes randomly (frame-dependent). By doing it while cape flying, he can move in the opposite direction.Seems like
>>155That was really spinning…
This guy and the spin jump completely broke the existing concepts of Mario.
When I realized that if I did well, I could gradually increase my altitude, I was struck with a thrill.
There’s too many with fire resistance.
Placed to be used, shells and enemies are eliminated.
The design seems like nothing but a fire anti.
I almost cleared it by flying like this.
But I was bored until I got to buy other games, so in the end, I completed it again normally to collect all the Yoshi Coins.
When I restarted on the Switch, I found that about 80% of the courses could be completed by just flying like this, completely ignoring the gimmicks, and I wondered if I could really say that I had fully cleared it…
Blue Yoshi from the cape.
It’s an extremely memorable power-up, but I’ve heard that there hasn’t been any appearance since World, so well… yeah, it’s a bit of an outrageous power-up.
>>106It’s a level that changes the game’s mechanics.
>>106Basically, they don’t carry over almost anything other than Fire anyway.
There probably won’t be any elephants in the next Mario game either.
>>112On the contrary, I’d like to try Mario with all past characters powered up, but I’d probably die from course design…
The feeling of unfairness when you accidentally fire at the shell that’s become a gimmick and it turns into a coin is really good, isn’t it?
The evolution from 1(2) to 3 and the evolution into the world from there was truly exciting.
The excitement from those days is burned too deeply into my brain.
Isn’t it illegal to have a power-up like this and Bunny Mario?
>>110Bunny can’t even spin that much anymore.
>>115But there are bunny jumps that don’t drop in height at all, you know?
After not touching it for a while, it’s incredibly difficult just to keep it flying.
To be honest, just the cape attack is strong enough…
Mario’s weakness is in the horizontal direction, but just being able to cover that makes a huge difference.
Even strong against fire.
When I was in elementary school, I couldn’t find all the hidden stages.
I learned about the back streets of Donut Plain on the internet after becoming an adult, and I thought, “No way, that’s real…”
I think the Cape Blue Yoshi is the strongest among the 2D Mario characters.
A technique called body press that I feel I can’t master.
It might be surprisingly easy to use, but it’s scary, so I’ll get off in front of the enemy.
>>117Mario’s special move is a stomp, so to be honest, the body press is quite weak.
It overlaps with Mario’s original strengths.
Tail Mario was pretty strong, but the cape has a different level of strength.
In other words, Mario with a tail, bunny ears, and a cape is the strongest.
>>121Probably Super Smash Bros.
Blue Yoshi is strong, but the color is more of a light purple than blue, which is a bit concerning.
The number of transformations itself is modest in the world.
I cleared Mario 1 to 3 using warps and whistles, though.
It’s common to play without skipping anything later on.
It’s probably a planned game when they say it’s okay to skip it and to try playing later.
The cape is incredibly easy to take on and off.
I admire the tanuki suit, but it’s just too hard to obtain.
>>127Isn’t the cloak treated the same as Super Konoha?
I only know Mario up to 4, but is the cape not a regular feature or something…?
>>128Too strong to make an appearance.
There is a flying squirrel with similar performance, but it is quite restrained.
As a complete beginner, I tend to get quite thrown off by the cape’s movements.
The tail is easy because it only requires rapid tapping.
The world had some lawlessness depicted in the thread, but there was also an element of puzzle-solving or searching for the true goal, so it doesn’t really give the impression of just flying and then it’s over.
I liked the interesting gimmicks where touching the mysterious wings with Yoshi would take you to the sky, turning into Blue Yoshi, or letting Baby Yoshi eat enemies and items to help it grow.
If they continue, the stage difficulty will be based on the assumption of using a cape, so it’s unnecessary.
>>133At least the world doesn’t consider the existence of capes at all, which is why it feels like lawlessness is so strong, right?
Well, if they continue to stay in position, that could happen, and I understand that.
It’s like an adjusted version of 3’s P羽, or rather, the difficulty is just slightly higher.
The late-game maps in Monster Hunter World are obviously full of indoor, underwater, and cave environments.
The stage based on balloons has turned out like that.
It seems like it would be terrible if it’s based on a cloak.
The cape is so easy to obtain that it feels like it should be the basic form with this level of performance.
Tail Mario can only attack in the direction he’s facing, but Cape Mario can attack both forwards and backwards just by spinning.
For the time being, just moving forward while going around will somehow work out, which is appreciated by kids.
I think about 70% of the image of easily taking off a mantle is associated with green blocks.
The remaining 30% is 2-1.
>>141Is there a place to get about 20% of those secret base-like items?
>>144That can also be obtained through flowers.
It doesn’t contribute to the image of wings coming off.
>>147I’ll make it.
>>147I think it’s reasonable to take into account the reality that there are two responses with the same image at once!
>>141I think it’s okay to put about 30% of the back road of Donut Plain in.
For now, everyone should have gone there, powered up, and started the game.
Isn’t it a bit unfair to be invulnerable to one hit during flight (invincibility time)?
Where is it not unfair with a cloak?
>>145It’s a place without long-range attacks, I guess… Well, that’s clearly an advantage of Fire.
The difficulty level being kid-friendly is helpful for the SFC launch.
Note that aiming for a complete collection presents quite a challenge.
Once you get used to it, flying long distances becomes relatively easy.
>>150In the first place, if you fly and then free fall, you can skip about half of the map.
I feel like I couldn’t hit the red and blue because they were for scaffolding.
It was quite difficult to play after sealing the world with a mantle.
Even without gliding, you can feel the strength just by jumping and hovering with B or A.
Even in the kids’ era, I felt sorry for the person who made this stage’s ground part.
In other words, there are almost spots on every surface where you can hit and get a super state easily, so you can quickly get used to using the mid-game exit.
It’s been a long time, so I barely remember, but wasn’t there something where in mushroom state, if you prioritize the cape and have the cape, a flower appears?
There are a few stages that I don’t remember clearing properly.
>>162I only vividly remember the shortest route through Star Road.
Fire works better than I expected, but the problem is that it doesn’t feel effective.
The child excitedly hit the red and blue blocks and learned, while feeling disappointed, that there are things in the world that seem suggestive but are actually empty, realizing that having too much expectation is not good.
I think small fires are not good.
If it were a bigger fireball, the impression would have changed.
>>166Did you call?
>>166Should we implement a super ball…?
I don’t have any memory after Chocolate Island at all.
Maybe it’s because I haven’t properly worked on that area due to the influence of shortcuts.
>>167I remember that flying in Star Road was oddly troublesome on that map.
In the first Mario Kart, there were many courses that had no meaning, but in the new version, since it has sections, there are probably rarely any completely meaningless patterns.
I only remember that the stage where the goal changes with time on Chocolate Island was a hassle.
I’m not good at this, so I’ve never thought it was strong.
I can’t fly and my reach is short, so even when I try to attack, I end up touching the enemy.
It’s unfair that there are bonus stages where you can go as many times as you want just to get feathers.
I really only remember Chocolate Island as the last sunken ship…
If I don’t remember, it must have been an easy map to jump.
Fire looks too weak at first glance.
Looking back now, it feels like I’m skipping stages and I think I’m missing out, so I might tie up my cape.
I’m getting old.
There’s a place in some fort that assumes the use of a cape, so this performance must have been intended.
Even if you’re not good and can’t fly, just being able to fall slowly in a jump action game feels quite strong, doesn’t it?
In fact, I would choose a mantle over fire even though that’s the only operation I can do.
I remember the stages that branched off based on the number of coins acquired were annoying.
If you don’t understand the gimmick, you’ll loop forever.
Because there’s a difference in elevation on the course, that behavior is…
If it were a fireball that flew straight in a line, I wonder if there would have been more demand.
Given that size and firing rate, it might actually be quite difficult to use if it flies straight sideways.