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Have I got some good news for you!As I chomped through endgame stages like potato chips I wondered if one day Nintendo might make a new Mario game exclusively for super players, sort of in the way Mario 2 Lost Levels was positioned, but I don't know if we'll ever see it. Mario, as the company mascot and with Mickey Mouse levels of recognizability, is saddled with that broad-appeal baggage. The days of Mario games as precision platformers are long behind us.
I did all the stuff in the game except the super secret level with no checkpoints (that I saw). I got to the second part of that level and decided I didn’t need nearly all of the game’s challenge to be in one challenge.
I think this is a very good game that I enjoyed playing, which nevertheless did not stick with me at all when I was not playing it.
It's for sickos peering in the window, going "Yes... hahaha... YES!!"The Invisibility Badge can go to hell, though. I can't think of a single instance where 'enemies can't see you' would ever outweigh the handicap of not being able to see your own character either. Why is this even here???
In the Special World, the standee vendor who sells character-specific standees for 30 coins guarantees that you'll get one that you haven't gotten before. Once you've gotten at least 96 standees, it becomes more cost-effective on average to buy from that vendor instead.
I don't think I ever swapped off of Parachute Cap in regular play. [...] The game gives you the most universally useful Badge right at the start and I grew so accustomed to it I didn't need nor want to experiment.
If this issue comes up often, you can get one of those 8bitdo Pro 2 or Ultimate controllers, which lets you change button mapping at the controller level. I know telling someone they can spend $50-60 to fix something that's ultimately an accessibility issue sucks, especially if Nintendo ends up blacklisting third party controllers due to "cheating concerns" like Microsoft just did.@Lumber Baron and I wanted to play co-op through this but apparently players can't have individual control schemes? I prefer Y-B and he prefers B-A. I found a couple Reddit threads of people with the same issue so I don't think I'm missing a setting somewhere, but it's really frustrating!
We do have one of those and I forgot they could be set at controller level, thanks! We swapped back and forth and Lumber didn't mind my preferred control scheme so we did that for now.If this issue comes up often, you can get one of those 8bitdo Pro 2 or Ultimate controllers, which lets you change button mapping at the controller level. I know telling someone they can spend $50-60 to fix something that's ultimately an accessibility issue sucks, especially if Nintendo ends up blacklisting third party controllers due to "cheating concerns" like Microsoft just did.
I liked Boosting Spin Jump the best. It was my go-to. Versatile, expressive, and a great way to get yourself out of a jam. You can get extra height or distance, alter your trajectory on short notice, fine-tune a landing, or bypass an obstacle. It felt more powerful than some of the assist badges, even.
This is my wife's major complaint with it, because on some levels with two people, the crown/camera swapping is a hindrance. I still prefer it to the NSMB way of just zooming the camera out, and the bubbling/turning to ghosts is still relatively the same, just can't trigger it automatically anymore. The fact that you can't accidentally/purposefully bounce on someone to go higher or be a jerk made co-op actually cooperative instead of semi-competitive is the best for multiplayer, though.We skipped a couple levels because it just didn't play nice with two people trying to run around but overall had a great time.
Perhaps I've misunderstood, but just to be clear, you can absolutely forcibly ghost yourself to pass the crown around. My partner and I made use of this liberally. I want to say it was... holding bother shoulder buttons? Something like that.the bubbling/turning to ghosts is still relatively the same, just can't trigger it automatically anymore
I feel like this is a sentiment I've heard a lot: that Mario Wonder is secretly kind of bad to play with young kids or large groups thanks to a few factors, like the new ghost mechanics, multiple people being unable to play the same character (leading to fights), or the invincible characters being unable to do the fun stuff like turn into an elephant.Trying to play with 3 or 4 people, when half of those are age 10 and below, still results in more frustration than fun, even with the bumping turned off. Someone's always lagging behind or playing a solo game (usually our youngest), so we've only played a few rounds with the whole crew.
Wowie Zowie! Learning something new, time to add "bubble up" back to the lexicon.Perhaps I've misunderstood, but just to be clear, you can absolutely forcibly ghost yourself to pass the crown around. My partner and I made use of this liberally. I want to say it was... holding bother shoulder buttons? Something like that.
So I thought Wonder would be perfect for them: 2D space is simpler to navigate, no timers, playable Peach and Daisy, invincible characters like Nabbit and Yoshi if necessary, and elephants are my son's favorite animal. But each of them briefly tried it once, and have declined any subsequent offers to play it.