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replaying super paper mario, sporadic thoughts post-chapter 2:
very easy so far--& although ttyd was also easy, spm's gameplay is sadly substantially less rich thab ttyd's was
having said that the game design in spm is! unrelentingly charming!! the use of platforming as a framework for a varied stream of stage styles (straightforward levels, dungeons, towns, the entire 2-3 Situation) is creative in a way that imo predicts the sort of things the mario maker community later ended up making. chapter 2's set pieces in particular are extremely quirky (the rooms with traps, the rubee thing, the mazelike basement, the merlee game show lmao)
few platformers have boss fights that feel like genuine Combat, so that's pretty cool
i will confess that as a First Dungeon, yold ruins doesnt have half the sauce of hooktail castle--it's much more linear in layout, with far less of that zelda-y "explore & comprehend the space" principle that made ttyd's dungeons hit
in a similar vein, it's kind of crazy how tippi has like a fraction of the personality that goombella had. it's a bit sad for the character doing the vast majority of the talking to just.... not really have any opinions on anything
the momentum of the chapters likewise means very few npcs ever get to stick out. like, even the "first town crotchety old mayor" character was a total one-and-done, one dialogue and you never have a reason to speak to him again (mostly just speaks to the game structure, which is as mentioned a bold enough exercise that i feel i cant really fault it for that)
bringing up a menu to use items In A Platforming Context is not at all natural to me, so im finding myself just not really using them
this game is a masterclass in visual design imo. the npcs & enemies & pixls being made of primitives that reconfigure themselves into different shapes really elevates the interplay of 2d & 3d, the backgrounds/environments are extremely aesthetically satisfying (the Mathmosphere in lineland, the optical illusion in the sky in gloam valley, all of castle bleck), & i love how the constant "digital/tech" motif (eg the "dragging selection boxes to flip/teleport", the trees & shrubs looking like something youd make in ms paint, etc) is an ingenious progression of paper mario's core aesthetic design
dimentio is so fun
i ADOOOORE nastasia
the inter-chapter dialogue flashbacks are surprisingly earnest? for such a tongue-in-cheek game where almost every line of dialogue contains a joke of some kind, those exchanges feel humourless & sincere. that probably contributes to the Space the game occupies in all of our memories lol
likewise it was really interesting how peach's "escape" sequence after chapter 1 was (while, again, still extremely sardonic) aesthetically & narratively framed with such a sense of Hopelessness. that's not to say like "woahh this mario game is 10x darker than you thought!!!!", more that it's just not a space the series commonly ventures into
the Ancients stuff is being leaned into extremely hard lol. ttyd mostly teases at that kind of "mysterious rpg lore" thing peripherally (the riddle tower inscriptions, grifty, etc) so it's interesting how spm puts it front & centre in contrast, without ever sacrificing the sense of mystique
this game really highlights how interesting the wiimote is as a controller--pressing the A button while holding it sideways (ie removing your left thumb from the direction input to press a button) is something that i cant think of any other controller doing, & it projects onto that button a really interesting sense of, like, Valence
it's the kind of game that seems to beg for one of thsoe posts like "things that ACTUALLY HAPPEN in _____"
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