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TIGSource ForumsPlayerGamesSuper Mario Maker
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gimymblert
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« Reply #140 on: October 17, 2015, 07:10:15 PM »




Missile Command in Super Mario Maker
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s0
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« Reply #141 on: October 18, 2015, 04:03:45 AM »

someone should make minecraft in super mario maker then make super mario maker in minecraft in super mario maker
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Conker
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« Reply #142 on: October 18, 2015, 07:24:22 AM »

i want more minigames in mario maker

back in little big planet there was this really fun minigame where you would be stuck between two walls, and within the walls it was full of this breakable material.

the challenge was to dodge these bombs being spawned and make it to the bottom of the pit using the tunnels the bombs would create. i want to see more things like that in mario maker.
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gimymblert
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« Reply #143 on: October 18, 2015, 10:58:20 AM »

there is a lot more just look at stream, amazed there isn't a wiki yet
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gimymblert
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« Reply #144 on: October 18, 2015, 08:16:49 PM »

omg that ending


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J-Snake
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« Reply #145 on: October 19, 2015, 02:51:34 AM »

omg that ending



Haha, that beginning is good stuff.
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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
gimymblert
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« Reply #146 on: October 19, 2015, 07:33:09 PM »




Beta64 - Super Mario Maker
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« Reply #147 on: October 19, 2015, 11:15:52 PM »

Tbh when this got announced it looked like a typical stopgap release to me to squeeze some more money out of the fanboiz. amazing what they made out of it.

Only thing it really needs is ability to create campaigns/ world maps imo. That and blocks that give u the next level of powerup because wtf.
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gimymblert
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« Reply #148 on: October 20, 2015, 12:16:18 AM »

this game need dlc plain and simple, it's the rare case where it is justifies. It's obvious stop gate so they can divert resources to NX launch party. If all stop gate pandering fanboiz where as good as this piece of soft (and ultimately any sequel or game in a genre pander to an audience) I'll be happy. But generally quality isn't a problem at nintendo, the only time I complain is when there is clearly not enough (damn crossbow training you could so much)
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gimymblert
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« Reply #149 on: October 21, 2015, 07:35:00 PM »





HOLY SHIT at 1:00 if you don't like auto level, well there is the guitar hero fret of fire equivalent now!
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gimymblert
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« Reply #150 on: October 21, 2015, 09:06:45 PM »




time travel mechanics
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gimymblert
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« Reply #151 on: October 24, 2015, 09:06:17 AM »

http://kotaku.com/losing-my-mind-in-a-mario-maker-level-designed-to-troll-1738063758
 Screamy
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« Reply #152 on: October 24, 2015, 09:13:43 AM »

imagine if bangai-o spirits came out on another platform than the DS and had actual marketing.
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gimymblert
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« Reply #153 on: October 24, 2015, 10:01:15 AM »

and actual brand recognition
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« Reply #154 on: October 24, 2015, 11:35:52 AM »




time travel mechanics
That is positional shifting of the player, not time travel mechanics.
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« Reply #155 on: October 24, 2015, 12:25:17 PM »

i loved the part when the creator posts that there was a hint after all.
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gimymblert
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« Reply #156 on: October 24, 2015, 01:17:25 PM »




time travel mechanics
That is positional shifting of the player, not time travel mechanics.

CONCEPTUALLY

there is no movement on screen, it's only pixel going on and off, there is no thought, it's all predictable chemical reaction in the head, there is no head, it's all space-time mass-energy continuum
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DJFloppyFish
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« Reply #157 on: October 24, 2015, 02:25:43 PM »




time travel mechanics

That is really neat!

I love these new tilesets made for mario bros 1. It's like we got DLC for the NES.
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ProgramGamer
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« Reply #158 on: October 27, 2015, 06:33:05 AM »



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« Reply #159 on: October 27, 2015, 11:35:21 AM »

Save points and "chain-able" power ups. It's about time.

Here's hoping that you can chain any power up sequence, not just shroom + other.   Beer!
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