User:Nintendo101: Difference between revisions

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(→‎To-do list: Updated. Feel free to browse or tackle something if you'd like.)
Tag: Disambiguation links
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=To-do list=
=To-do list=
'''Short term'''
===Articles to be made===
*Create the following articles:
You're welcome to jump on these if you'd like.
#[[bars (Boo Mario)]] from SMG, SMG2
#[[bone (object)]] from SMUSA, SML2, SMG, maybe SMBW, and potentially other games.
#[[fish (environmental object)]] from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, SMO
#[[flipping block]] from SM64, NSMB
#[[Float]] from SMW, SM64, SMS, SMG, SMO
#[[gate (Super Mario Sunshine)]], the Flip Panel that slide across tracks when hit.
#[[green panel]] from SMS
#[[ice (terrain)]] from games. Slippery surface of the snow levels.
#[[small animal]] from SMO and potentially previous games. Includes crabs, lizards, chipmunks, and rats.
#[[tank (Super Mario Sunshine)]]. Contains fruit. From Ricco Harbor.
#[[wanted poster]] from SMS
#[[waterfall]] from SMB3, SMG, and SMG2
#[[window]] from SMS


'''Long term'''
'''Small articles relevant to one or two games'''
#[[flipping block]], platforms from Tick-Tock Clock in SM64 and NSMB.
#[[metal crate]], the pushable stone block from SM64.
#[[minute hand]], the clock-hand platform from Tick-Tock Clock in SM64. Currently redirects to [[Big Ben]].
#[[spinning disc]], broad, spinning platforms from SM64.
#[[wobbly platform]] from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
#[[wooden beam]] from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
#[[poster (object)]] from SMS and SMO. Sprayable wanted poster of Shadow Mario, and wedding-announcement poster that can be struck by Cappy for coins.
#[[tank (Super Mario Sunshine)]] from Ricco Harbor. Vats that hold fruit. Ground-pounding the top pushes a useable fruit out of its pipe.
#[[window]] from SMS. Spraying into the open window releases a coin. Currently redirects to [[Window from Coit Tower]].
#[[gate (Super Mario Sunshine)]] under Pianta Village. Smackable Flip Panel that pushes it along a track.
#[[green panel]] from SMS. Another Flip Panel. Smacking it rotates it ninety degrees, allowing it be used as a platform.
#[[basket (Super Mario Sunshine)]] containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
#[[boat (Super Mario Sunshine)]], the gondolas that move through Delfino Plaza. Some are necessary for completing tasks, like bringing Yoshi to a spot he'd otherwise be unable to touch.
#[[mirror (Super Mario Sunshine)]] from Gelato Beach. Direct light towards the Sand Bird's egg, and tilt under the weight of Plungelos.
#[[Roller Coaster (Super Mario Sunshine)]] from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
#[[bars (Boo Mario)]] from SMG and SMG2. Thin barriers that Boo Mario can slip through while invisible. Includes the crystal walls from Boo's Boneyard Galaxy.
#[[giant fruit]] from SMG2. Consumable by Yoshi. Pulling it often triggers something significant.
#[[bull's-eye (Super Mario Galaxy 2)]]. Striking the target's center awards Mario with an extra life.
#[[cymbals (Super Mario Galaxy 2)]] from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
#[[handle (Super Mario Galaxy 2)]]. Drawer-like platforms temporarily become accessible when Yoshi pulls the handle.
#[[giant grape]] from SMG2. Bounce Bee Mario in Honeybloom Galaxy.
#[[Star Barrier]] from SMG2. Roadblocks on the world map.
#[[Cannon (Spike Ball)]] from SM3DL. Turrets that release Spike Balls. Some pivot.
#[[Bowser Switch]] from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
#[[view plate]] from SM3DL. Stepping on this panel shifts the 3D perspective.
#[[World Warp Pipe]] from SM3DL and SM3DW. Orange pipes that bring Mario to a later world without completing the current one's courses.
#[[gold P Switch]] from SM3DW. Releases a flood of coins.
#[[glowing spot]] from SM3DW and SMO. Ground-pounding a shining light on the ground releases a token (Green Star, or Power Moon).
#[[sand statue]] from SM3DW. Breakable sculptures of Bowser and Goombas.
#[[? Block tower]] from SM3DW. Type of [[Switch Block (Super Mario 3D World)|Switch Block]] that creates stacks of Empty Blocks to be used as platforms.
#[[invisible walkway]] from SM3DW. The blue, largely obscured platforms from Footlight Lane.
#[[firework bomb]] from SMO. Released by turrets in Bowser's Kingdom.
#[[giant seed]] from SMO. The big seeds that Mario carries over his head.
#[[dumpster]] from SMO.
#[[garbage]] from SMO. Currently a redirect to [[trash]] that is used nowhere on the wiki.
#[[plaster wall]] from SMO. Surfaces ascendable by Pokio.
#[[sword (Super Mario Odyssey)]] from Ruined Kingdom.
#[[small crevice]] from SMO. Triggers something when struck by Pokio's beak.
#[[small UFO]] from SMO. Type of little bird from Wooded Kingdom and other courses. Related to [[Torkdrift]].
 
 
'''Large articles relevant to multiple games'''
#[[board]] from SM64, SMS, SMG, SMG2, SMBW, and potentially other games. Readable signboards that provide info on actions or an area when read. Surprisingly not integrated on the wiki yet. It may go by a different, more recent name. Of note, not all of the signboards from SMG and SMG2 are the talking board characters.
#[[bone]] from SMUSA, SML2, SMG, maybe SMBW, and potentially other games. Often either a boardable platform, or a large obstruction. Not related to the projectiles thrown by Dry Bones and some other enemies. "Bone" is currently a disambiguation page, but this one should probably take priority.
#[[chain]] from DDP, SMB2/SMUSA, NSMBW, and NSMBU. Climbable chains. Comparable to ropes and beanstalks. "Chain" is currently a disambiguation page.
#[[fish (environmental object)]] from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, and SMO. Usually a passive background element, but sometimes more substantially interactable, such as in SMS.
#[[Float]] from SMW (Floating Island), SM64 (floating wooden platform), SMS (from Noki Bay), SMG (from Deep Dark Galaxy and others), NSMBU (floating crate), and SMO (Cork Float). Platforms that float on the surface of water and gently shift under Mario's weight.
#[[ice]] from many games. Slippery surface of the snow levels. Currently redirects to [[Ice]], a stage object from ''Dr. Mario World''.
#[[Jet Pipe]] from SMB3, NSMB, NSMBW, NSMB2, and NSMBU. Underwater pipes that cause a current.
#[[small animal]] from SMO and potentially previous games. Includes crabs, lizards, chipmunks, and rats. Comparable to little birds.
#[[snow]] from various games. Interactable fallen snow, such as the fluffy snow from Snow Cap Galaxy or the clearable snow from SMO. Snowy blocks from SMBW may be related or the same.
#[[waterfall]] from SMB3, SMG, and SMG2. Currently redirects to [[List of fighters debuting in Super Smash Bros. Brawl#Squirtle]].
 
===Nomination projects===
*Help bring the following to feature status (high priority):
*Help bring the following to feature status (high priority):
#''[[Super Mario 64]]''
#''[[Super Mario 64]]''

Revision as of 22:54, March 12, 2024

phrog

Nintendo fanatic and enthusiast. (You probably are too if you're looking at this page.) I'm otherwise an artist and an ecologist. Within my field, I specialize in wildlife and (currently, but not exclusively) insects. I've had an account here since 2012.

I wrote the character sections for Super Mario Odyssey. I contributed a lot to the articles for Super Mario 64, Super Mario Sunshine, Super Mario Galaxy (which is now featured - yay!), and Super Mario Galaxy 2, alongside many other people on this wiki who have contributed their time, energy, and passion to writing about video games.

I have been a fan of Nintendo since a very young age. My first Mario games (and three of the first video games I ever owned) were Super Mario World: Super Mario Advance 2, Super Mario 64 DS, and Mario Kart DS. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.

During the COVID-19 pandemic, I sequentially played some of my favorite games in the Super Mario series to 100% completion. This includes, in order, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, Super Mario World 2: Yoshi's Island, Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, Super Mario Galaxy 2, Captain Toad: Treasure Tracker, and Super Mario Odyssey. It's been really fun! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.

My favorite video game character is Yoshi.

Garden project

I draft large scale projects at User:Nintendo101/box garden. Anyone is free to view and comment on it.

Current project focus: structural revision for the Controls, World, Character, Enemy, Obstacle, Item, and Object sections for Super Mario 3D World.

Project notes:

  • While featured, the Super Mario 3D World article has fallen into some neglect and exhibits elements that would not be accepted in a featured article (e.g. missing images).
  • This revision is not incorporating significant text revisions because I have not played the game in many years, so I am tentatively leaving those components untouched.

Stuff I made that you can use

To-do list

Articles to be made

You're welcome to jump on these if you'd like.

Small articles relevant to one or two games

  1. flipping block, platforms from Tick-Tock Clock in SM64 and NSMB.
  2. metal crate, the pushable stone block from SM64.
  3. minute hand, the clock-hand platform from Tick-Tock Clock in SM64. Currently redirects to Big Ben.
  4. spinning disc, broad, spinning platforms from SM64.
  5. wobbly platform from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
  6. wooden beam from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
  7. poster (object) from SMS and SMO. Sprayable wanted poster of Shadow Mario, and wedding-announcement poster that can be struck by Cappy for coins.
  8. tank (Super Mario Sunshine) from Ricco Harbor. Vats that hold fruit. Ground-pounding the top pushes a useable fruit out of its pipe.
  9. window from SMS. Spraying into the open window releases a coin. Currently redirects to Window from Coit Tower.
  10. gate (Super Mario Sunshine) under Pianta Village. Smackable Flip Panel that pushes it along a track.
  11. green panel from SMS. Another Flip Panel. Smacking it rotates it ninety degrees, allowing it be used as a platform.
  12. basket (Super Mario Sunshine) containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
  13. boat (Super Mario Sunshine), the gondolas that move through Delfino Plaza. Some are necessary for completing tasks, like bringing Yoshi to a spot he'd otherwise be unable to touch.
  14. mirror (Super Mario Sunshine) from Gelato Beach. Direct light towards the Sand Bird's egg, and tilt under the weight of Plungelos.
  15. Roller Coaster (Super Mario Sunshine) from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
  16. bars (Boo Mario) from SMG and SMG2. Thin barriers that Boo Mario can slip through while invisible. Includes the crystal walls from Boo's Boneyard Galaxy.
  17. giant fruit from SMG2. Consumable by Yoshi. Pulling it often triggers something significant.
  18. bull's-eye (Super Mario Galaxy 2). Striking the target's center awards Mario with an extra life.
  19. cymbals (Super Mario Galaxy 2) from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
  20. handle (Super Mario Galaxy 2). Drawer-like platforms temporarily become accessible when Yoshi pulls the handle.
  21. giant grape from SMG2. Bounce Bee Mario in Honeybloom Galaxy.
  22. Star Barrier from SMG2. Roadblocks on the world map.
  23. Cannon (Spike Ball) from SM3DL. Turrets that release Spike Balls. Some pivot.
  24. Bowser Switch from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
  25. view plate from SM3DL. Stepping on this panel shifts the 3D perspective.
  26. World Warp Pipe from SM3DL and SM3DW. Orange pipes that bring Mario to a later world without completing the current one's courses.
  27. gold P Switch from SM3DW. Releases a flood of coins.
  28. glowing spot from SM3DW and SMO. Ground-pounding a shining light on the ground releases a token (Green Star, or Power Moon).
  29. sand statue from SM3DW. Breakable sculptures of Bowser and Goombas.
  30. ? Block tower from SM3DW. Type of Switch Block that creates stacks of Empty Blocks to be used as platforms.
  31. invisible walkway from SM3DW. The blue, largely obscured platforms from Footlight Lane.
  32. firework bomb from SMO. Released by turrets in Bowser's Kingdom.
  33. giant seed from SMO. The big seeds that Mario carries over his head.
  34. dumpster from SMO.
  35. garbage from SMO. Currently a redirect to trash that is used nowhere on the wiki.
  36. plaster wall from SMO. Surfaces ascendable by Pokio.
  37. sword (Super Mario Odyssey) from Ruined Kingdom.
  38. small crevice from SMO. Triggers something when struck by Pokio's beak.
  39. small UFO from SMO. Type of little bird from Wooded Kingdom and other courses. Related to Torkdrift.


Large articles relevant to multiple games

  1. board from SM64, SMS, SMG, SMG2, SMBW, and potentially other games. Readable signboards that provide info on actions or an area when read. Surprisingly not integrated on the wiki yet. It may go by a different, more recent name. Of note, not all of the signboards from SMG and SMG2 are the talking board characters.
  2. bone from SMUSA, SML2, SMG, maybe SMBW, and potentially other games. Often either a boardable platform, or a large obstruction. Not related to the projectiles thrown by Dry Bones and some other enemies. "Bone" is currently a disambiguation page, but this one should probably take priority.
  3. chain from DDP, SMB2/SMUSA, NSMBW, and NSMBU. Climbable chains. Comparable to ropes and beanstalks. "Chain" is currently a disambiguation page.
  4. fish (environmental object) from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, and SMO. Usually a passive background element, but sometimes more substantially interactable, such as in SMS.
  5. Float from SMW (Floating Island), SM64 (floating wooden platform), SMS (from Noki Bay), SMG (from Deep Dark Galaxy and others), NSMBU (floating crate), and SMO (Cork Float). Platforms that float on the surface of water and gently shift under Mario's weight.
  6. ice from many games. Slippery surface of the snow levels. Currently redirects to Ice, a stage object from Dr. Mario World.
  7. Jet Pipe from SMB3, NSMB, NSMBW, NSMB2, and NSMBU. Underwater pipes that cause a current.
  8. small animal from SMO and potentially previous games. Includes crabs, lizards, chipmunks, and rats. Comparable to little birds.
  9. snow from various games. Interactable fallen snow, such as the fluffy snow from Snow Cap Galaxy or the clearable snow from SMO. Snowy blocks from SMBW may be related or the same.
  10. waterfall from SMB3, SMG, and SMG2. Currently redirects to List of fighters debuting in Super Smash Bros. Brawl#Squirtle.

Nomination projects

  • Help bring the following to feature status (high priority):
  1. Super Mario 64
  2. Super Mario Sunshine
  3. Super Mario Galaxy 2
  4. Super Mario Odyssey
  1. Super Mario Bros.
  2. Super Mario Bros. 3
  3. Super Mario Land 2: 6 Golden Coins
  4. (also SML and SM3DW, if delisting proposal is successful)

Editorial philosophy

This should help contextualize the edits I make or my proposal positions if anything seemed odd to you.

General

  1. Video games have intrinsic value both culturally and artistically. It is meaningful and important to write about them.
  2. Authorial intent is contextually valuable, but the published work should take priority if contradictions arise. See The Death of the Author for more context.
  3. The simplest explanation for something is usually correct.
  4. In lieu of references, I tend to be a lumper.
  5. Knowledge belongs to everyone. While books can be sold, information itself should always be accessible and free.
  6. It is easy for misinformation to enter an official record. It is much harder for it to get out. This is one of the reasons why citations are important.
  7. Perfect is the enemy of good.

Article specific

  1. The articles I work on do not "belong" to me.
  2. Wiki-editing is collaborative and communal.
  3. Unless certain behavior leads me to think otherwise, I always assume good faith of fellow users. I hope they express the same towards me.
  4. Game articles should not just be galleries or lists of a game's contents. They should explain why the game is the way that it is, as that is what I would most want to read about.
  5. I do not assume readers are familiar with a lot of video-game specific language or mechanics, even if very old, established ones.
  6. I try to avoid using language that is somewhat common in gaming but hold specific connotations in other fields or parts of life, such as species, subspecies, spawn, race, mook, etc.
  7. I strive to create more uniformity between the mainline Super Mario articles and my active focus has been the 3D games. One of the components I employ are shared color banners, as similarly done with the Donkey Kong and Yoshi's Island games, and shared chart structures.
  8. Descriptive language should avoid projecting specific behaviors, purposes, or attributes onto the subject that are not substantiated by the game or paratext.
  9. I consult the Japanese release of the Super Mario Encyclopedia (2015) and Mario Portal to delineate contents of the mainline game, but not exclusively. They are not all encompassing and sometimes split subjects that we/I would lump for substantive reasons. For additional details, see here.

Pushed-off project

In-house (conceptual)

  • Miyamoto considers it the true sequel to Mario 64 (as opposed to Sunshine)
  • Last Mario game to see "serious" involvement from Miyamoto until Super Mario Run (ref)
  • Last game directed by Yoshiaki Koizumi, who would be given greater roles as producer for other Mario projects, while Galaxy level designer Koichi Hayashida would be given directorial duties for subsequent entries
  • Fostered a direct sequel - SMG2; one of the only Mario games to receive a named sequel (they're all kinda related to each other though, so how important is this actually?)
  • Muted narrative elements in SMG2, per the explicit requests of Shigeru Miyamoto, and incorporated desired elements for the first game that were omitted (Starship Mario, Yoshi)
  • Experience and mechanics streamlined and simplified
  • SMG2 would be the last time Nintendo attempted to create a platformer with spherical worlds (have they ever said why?)
  • heavily influenced design and structure of subsequent 3D Super Mario games, especially SMG2, SM3DL, and SM3DW as a course clear-style Mario game
  • 3D games would become progressively more linear and more comparable to 2D Mario games; increasingly deviating from hakoniwa design philosophy of Mario 64
  • When sandbox-style game did return with Odyssey, Galaxy's influence is still apparent (particularly in the lunar kingdoms, where gravity is less intense, giving Mario a floaty feel comparable to the feeling of moving in Mario Galaxy)
  • Apparently Odyssey's Photo Mode derived from the developer's attempt to mitigate the complexity of camera controls (ref)
  • Miyamoto expressed that Nintendo is open to developing a third game (his comments suggest Nintendo continued to pursue design choices that would make 3D games less daunting to 2D-players, hence why SM3DL and SM3DW appeared they way they do, but of note, the author of this work aligns SMG with SM64 and SMS as a sprawling adventure-type game) (ref)
  • Folks clearly missed the idea of having a 3D Mario game that felt like an adventure (ref)

In-house (referential)

  • Direct Galaxy-based iconography is present in every subsequent 3D game (Galaxy 2, obviously; Rosalina, Lumas, Octoombas, Comet Observatory in SM3DW; 8-Bit Rosalina and Star Bit-shaped regional coins in Odyssey)
  • Rosalina would be incorporated into subsequent ensemble/spinoff games, Nintendo's marketing, have a direct presence or homage in subsequent main series games, and would become a largely beloved character
  • Immediately appears in Mario Kart Wii, which was being developed simultaneously with Galaxy, and has been a fixture of every subsequent Mario Kart title
  • Clampy would be incorporated as "the" clam enemy in the 2D games, one of the few enemies to have been introduced in a 3D game to become a recurring stable of the 2D ones
  • Captain Toad rises in prominence within Nintendo's games and be playable in his own title; distinguished from the Toad in coming years
  • Lumas and Toad Brigade would also become less frequent but consistent elements
  • Space-themed portions in subsequent ensemble/spinoff games would often incorporate allusions to SMG

Industry at large

  • Very few studios would attempt making platformers with spherical worlds (I recall some developer somewhere mentioning the technical difficulty with trying to do this)
  • When a game does try this or attempts something comparable, it is often referred to as "Galaxy-styled" even though SMG was not the first platform game to attempt this design (Sonic Adventure 2, Ratchet & Clank, Yoshi's Island)
  • Low-effort theme park-tie in clearly based on (maybe even directly stole from) Galaxy
  • Both Sonic Colors (in a positive sense) and Sonic Lost World (in a negative sense) likened to Galaxy
  • Cited influence behind:
    • Super Smash Bros. 4
    • Armillo
    • Solar Ash
    • Mario + Rabbids: Sparks of Hope

Rosalina was proposed as a new playable character in the earliest phases of Super Smash Bros. for Nintendo 3DS / Wii U during 2012, explicitly with the desire to replicate the feel of Super Mario Galaxy in her aerial movements.[1]

The game has been cited as a source of inspiration for Armillo (2014),[2] Gears 5 (2019),[3] Solar Ash (2021),[4] and Mario + Rabbids: Sparks of Hope (2022).[5]

Retrospectives

  • Eurogamer considers SMG the game of the generation (ref)

Things to read

Notes and references

Notes


References

  1. ^ Sakurai, Masahiro. "Image Transcriptions of Project Proposal for Smash for Wii U/3DS." Source Gaming, translated by Source Gaming, 4 Jul. 2015. Accessed 28 Apr. 2023.
  2. ^ McFerran, Damien. "Developer Interview: Fuzzy Wuzzy Games Talks Armillo And Developing For The Wii U eShop." Nintendo Life, 18 Jan. 2013. Accessed 6 Jul. 2023.
  3. ^ Sinclair, Brendan. "Making Gears of War click for more than the hardcore." GamesIndustry.biz, 19 Nov. 2019. Accessed 28 Apr. 2023.
  4. ^ Wood, Austin. "Solar Ash lives up to its "dumb elevator pitch" of Super Mario Galaxy meets Shadow of the Colossus." GamesRadar+, 15 Sept. 2021. Accessed 28 Apr. 2023.
  5. ^ Deschamps, Marc. "Mario + Rabbids Sparks of Hope Director David Soliani Reveals Inspirations, Nintendo's Limits, and More." ComicBook.com, 27 Oct. 2022. Accessed 28 Apr. 2023.