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History Headscratchers / SuperMarioMaker

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* So it kinda makes sense for most of the [[NoExportForYou Japanese-only]] characters to have NonDubbedGrunts, but why does [[VideoGame/XenobladeChronicles Shulk]] only speak Japanese? Would it really have been too much trouble for Nintendo to reuse audio from his home-series or VideoGame/SuperSmashBros ?

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* So it kinda makes sense for most of the [[NoExportForYou Japanese-only]] characters to have NonDubbedGrunts, but why does [[VideoGame/XenobladeChronicles [[VideoGame/XenobladeChronicles1 Shulk]] only speak Japanese? Would it really have been too much trouble for Nintendo to reuse audio from his home-series or VideoGame/SuperSmashBros ?


*** How do you know that checkpoints can they troll a player if used improperly if they [[CaptainObvious still aren't in the game yet?]]

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*** How do you know that checkpoints can they troll a player if used improperly if they [[CaptainObvious still aren't in the game yet?]]yet?


** I assume that in some cases, new levels that not many people had the chance to clear yet might influence its percieved difficulty. A 1% clear rate for a level that only 20 people have played isn't the same as a 1% clear rate for a level millions have played. The level of said players is also a factor; lots of ''Mario Maker'' players are experienced adults who grew up with the series, but lots of other players are children who don't yet have this experience, and are prone to failing and/or quitting a level more often, influencing the clear rate, and by extension the difficulty.

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** I assume that in some cases, new levels that not many people had the chance to clear yet might influence its percieved difficulty. A 1% clear rate for a level that only 20 people have played isn't the same as a 1% clear rate for a level millions have played. The level of said players is also a factor; lots of ''Mario Maker'' players are experienced adults who grew up with the series, but lots of other players are children who don't yet have this experience, and are prone to failing and/or quitting a level more often, influencing the clear rate, and by extension the difficulty.difficulty.
* So it kinda makes sense for most of the [[NoExportForYou Japanese-only]] characters to have NonDubbedGrunts, but why does [[VideoGame/XenobladeChronicles Shulk]] only speak Japanese? Would it really have been too much trouble for Nintendo to reuse audio from his home-series or VideoGame/SuperSmashBros ?
* [[Manga/{{Nisekoi}} Chitoge]] as a Mystery Mushroom costume. Why? At least the other non-video game IP's make some amount of sense (either to tie-in with some type of SMM competition/promotion or it's a character that has a huge amount of international appeal), but why Chitoge?


** TheyJustDidntCare.
** Alternatively, they were going for model accuracy rather than hardware accuracy; a lot of characters would be unrecognizable at 16x16 pixels with 3 colors. Also, for Sonic and Pac-Man, they're using sprites from their debut games; ''VideoGame/SonicTheHedgehog1'' and ''Pac-Land'' (Pac-Man's first appearance with limbs). Either way, it's better for characters to be recognizable rather than accurate; it's not like the other assets that're reimagined in an older style with the same limitations.

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** TheyJustDidntCare.
** Alternatively,
Maybe they were going for model accuracy rather than hardware accuracy; a lot of characters would be unrecognizable at 16x16 pixels with 3 colors. Also, for Sonic and Pac-Man, they're using sprites from their debut games; ''VideoGame/SonicTheHedgehog1'' and ''Pac-Land'' (Pac-Man's first appearance with limbs). Either way, it's better for characters to be recognizable rather than accurate; it's not like the other assets that're reimagined in an older style with the same limitations.


* Anyone have any idea how courses are sorted by difficulty? I observe them through the Super Mario Maker Bookmark site, and I notice they're all over the place between difficulty and clear rate. There's definitely a correlation, but it seems weird that courses with 0% clear rates and hundreds of tries can potentially be in any of the four difficulties, for instance. Some of my courses can drastically decrease or increase in clear rates without changing their classification, while I've had some that barely changed at all and got shifted up or down.

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* Anyone have any idea how courses are sorted by difficulty? I observe them through the Super Mario Maker Bookmark site, and I notice they're all over the place between difficulty and clear rate. There's definitely a correlation, but it seems weird that courses with 0% clear rates and hundreds of tries can potentially be in any of the four difficulties, for instance. Some of my courses can drastically decrease or increase in clear rates without changing their classification, while I've had some that barely changed at all and got shifted up or down.down.
** I assume that in some cases, new levels that not many people had the chance to clear yet might influence its percieved difficulty. A 1% clear rate for a level that only 20 people have played isn't the same as a 1% clear rate for a level millions have played. The level of said players is also a factor; lots of ''Mario Maker'' players are experienced adults who grew up with the series, but lots of other players are children who don't yet have this experience, and are prone to failing and/or quitting a level more often, influencing the clear rate, and by extension the difficulty.


** They probably thought there was more level potential with the Propeller Mushroom.

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** They probably thought there was more level potential with the Propeller Mushroom.Mushroom.
* Anyone have any idea how courses are sorted by difficulty? I observe them through the Super Mario Maker Bookmark site, and I notice they're all over the place between difficulty and clear rate. There's definitely a correlation, but it seems weird that courses with 0% clear rates and hundreds of tries can potentially be in any of the four difficulties, for instance. Some of my courses can drastically decrease or increase in clear rates without changing their classification, while I've had some that barely changed at all and got shifted up or down.


* Why is the Propeller Mushroom from ''VideoGame/NewSuperMarioBrosWii'', a Mario game which the item debuted from, an exclusive power-up item for the ''New Super Mario Bros. U'' style instead of the Super Acorn? The ''Super Mario Bros. 3'' and ''World'' styles have main power-up items, the Super Leaf and the Cape Feather respectively. And the Super Acorn is the main power-up item in ''New Super Mario Bros. U''.

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* Why is the Propeller Mushroom from ''VideoGame/NewSuperMarioBrosWii'', a Mario game which the item debuted from, an exclusive power-up item for the ''New Super Mario Bros. U'' style instead of the Super Acorn? The ''Super Mario Bros. 3'' and ''World'' styles have main power-up items, the Super Leaf and the Cape Feather respectively. And the Super Acorn is the main power-up item in ''New Super Mario Bros. U''.U''.
** They probably thought there was more level potential with the Propeller Mushroom.


*** Additionally, levels have to be cleared from the checkpoint onward to sidestep that issue.

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*** Additionally, levels have to be cleared from the checkpoint onward to sidestep that issue.issue.
* Why is the Propeller Mushroom from ''VideoGame/NewSuperMarioBrosWii'', a Mario game which the item debuted from, an exclusive power-up item for the ''New Super Mario Bros. U'' style instead of the Super Acorn? The ''Super Mario Bros. 3'' and ''World'' styles have main power-up items, the Super Leaf and the Cape Feather respectively. And the Super Acorn is the main power-up item in ''New Super Mario Bros. U''.


** There's also the fact that, as some people who work in game development have told me, slopes are very deceptive and apparently an absolute nightmare to program effectively, let alone one's that are variable and can be placed anywhere. An example would be how Sonic can sometimes glitch through the slopes of Chemical Plant Zone if he's going fast enough in ''Sonic 2''.

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** There's also the fact that, as some people who work in game development have told me, slopes are very deceptive and apparently an absolute nightmare to program effectively, let alone one's ones that are variable and can be placed anywhere. An example would be how Sonic can sometimes glitch through the slopes of Chemical Plant Zone if he's going fast enough in ''Sonic 2''.


** Easter egg. This game is weird, even for Mario. :P

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** Easter egg. This game is weird, even for Mario. :P

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*** Makes me wonder why it was like that in the first place, but I'm happy it's fixed.

Added DiffLines:

** Averted. The December 2015 update changed it into the P Switch.


**** Headscratcher averted, mid stage checkpoints confirmed.

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**** Headscratcher averted, mid stage checkpoints confirmed.confirmed.
**** Additionally, levels have to be cleared from the checkpoint onward to sidestep that issue.


*** Lunar Magic.

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*** Lunar Magic.Magic.
**** Headscratcher averted, mid stage checkpoints confirmed.


*** How do you know that checkpoints can they troll a player if used improperly if they [[CaptainObvious still aren't in the game yet?]]

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*** How do you know that checkpoints can they troll a player if used improperly if they [[CaptainObvious still aren't in the game yet?]]yet?]]
*** Lunar Magic.

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