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This game looks like some fucking sprite comic
I think the problem with the new sprites for the SMW theme is how Bowser and Jr have palettes that aren't in the original.
The Hammer and Sumo Bros also have this unfitting palette. Not sure, but the other new sprites seem okay.

Another nitpick is over the Amiibo sprites for Sonic. Why didn't they use his Game Gear/Master System sprites? He looks so out of place.
There's also the Pokemon, who don't have custom sounds for some reason, such as no Gameboy item-get and jumping for them.

Hopefully Nintendo will update and patch the game in the future like how they've been doing the same for Splatoon.
It's one of the latest Wii-U games I look forward to. Already have ideas for levels, but Ill keep them a secret until I make them,.
(08-19-2015, 03:38 PM)recme Wrote: [ -> ]idk about you guys, but the spritework looks in style to me. if they were trying to make it bad, then it worked, cause most of super mario worlds spritework is shitty anyways

also, i wouldnt be too bothered about how the engine is handled or how some stuff doesnt fit NES limitations. this is supposed to be a mario level creator, not a remake of the smb1.

Yeah, I'm thinking they're taking the "stylistic suck" approach for most of the new sprites in this.  Really, in comparison to the hunch-back shell-less Koopas, Koopalings with stick legs, and... 

[Image: HammerBroSmallAni.gif]

...this thing, that Bowser Jr. sprite looks like a freaking masterpiece.  But that's just me.

Quote:Dolphman

There's also the Pokemon, who don't have custom sounds for some reason, such as no Gameboy item-get and jumping for them.

Probably has to do with some legal rigmarole between Nintendo and The Pokemon Company® (and likely the same reason why the Pokemon amiibo aren't compatible with Mario Kart 8 and Yoshi's Woolly World).
I never thought I'd see veteran members here defend spriting from critique. Tongue

Seriously, though: Yes, SMW's sprite style was clashy as hell and sucky. But these new sprites don't really fit well in with SMW's specific range of suckyness and clashing. And even if some of the new sprites in SMB1/SMB3 mode go over the NES color count, they usually otherwise fit into the aesthetic.
for people who live under a rock, here's the SMW bowser in a screenshot

[Image: 11324211_823242527764459_1202885992_n.jpg]

He's been Super-mushroomed but you get the idea.


(08-19-2015, 04:47 PM)Kitsu Wrote: [ -> ]I personally think the smw bowser is kinda too good compared to actual smw sprites...
though still doesn't look much like his existing original sprites stylistically

That's the problem. He lacks the dithering and color palette (due to the old hardware limitations) from the original SMW.
But seriously c'mon. SMB1 and SMB3 Bowser are drawn correctly and maintain the similar palette from the 16-bit days, so the LEAST they could've done was stick to the original SNES color limitations. jeez
Leave it to tSR to have a page and some change about people complaining about Nintendo's spritework, heheh. I love you guys for that Smile.

I always thought SMW's sprite style was pretty meh anyways. It definitely didn't show what the SNES was capable of (look at the likes of Seiken Densetsu 3 for that), and nothing really stood out anyway.
(08-19-2015, 08:35 PM)Koh Wrote: [ -> ]I always thought SMW's sprite style was pretty meh anyways.  It definitely didn't show what the SNES was capable of (look at the likes of Seiken Densetsu 3 for that), and nothing really stood out anyway.

Well...yeah, considering SMW was literally one of the first games for the system compared to Seiken Densetsu 3 that came out near the tail-end of Nintendo's lifespan - yeah, SMW1 probably wouldn't have really shown what the SNES was capable of. That's like comparing SMB1 and SMB3 and saying "Well, SMB3 looks and plays so much better AND it's on the sale console!!" Gee I wonder why <_<



Like c'mon you could've killed the heck out of my argument: F-Zero launched right alongside SMW, and made full use of the SNES' Mode 7 and scaling to create some real witchery on the console, compared to SMW which instead used the cartridge space at the time to create Mario's hugest adventure yet with like what, 96 levels :/
I think SMW actually looks very charming due to it's simplicity.
(08-19-2015, 08:05 PM)BullockDS Wrote: [ -> ]I never thought I'd see veteran members here defend spriting from critique. Tongue

Seriously, though: Yes, SMW's sprite style was clashy as hell and sucky. But these new sprites don't really fit well in with SMW's specific range of suckyness and clashing. And even if some of the new sprites in SMB1/SMB3 mode go over the NES color count, they usually otherwise fit into the aesthetic.

Hey, that wasn't my intention.  Go nuts on the critique.  :o

It's more of a slight "to be fair" kind of point.
(08-19-2015, 09:24 PM)Helmo Wrote: [ -> ]I think SMW actually looks very charming due to it's simplistic

Simplicity is fine and all, but when your world looks as flat as paper due to the lack of contrast, hue-shifting and/or minimal shading, I think it hurts it more than it helps it.  I forgive 8-bit systems for this, because the sprites can't really do too much with just 3 colors + transparency.  But 16 bit systems have no excuse for flat characters and worlds >=C! Especially when an 8-bit system can make the world pop out just fine with its limited 4 colors per tile scheme.

[Image: 15-Lufia_-_The_Legend_Returns.023.png] [Image: 1-Lufia_-_The_Legend_Returns.000.png] [Image: 1-Lufia_-_The_Legend_Returns.001.png]
tbh I've never thought Super Mario World looked "Flat as Paper". I don't even think the game looks bad really, it's probably my favorite of the sprite-based Mario games, visually (not counting Yoshi's Island.... That's a sprite-based Yoshi game).
In terms of graphics, I'd have to give the best title to the All-Stars Remakes. They aren't perfect, and could do with some hue-shifting, but of all the classic 2D Marios, they're the only ones to make the worlds feel more 3D. Super Mario World's stuff barely had any shading on the sprites and tiles.
(08-20-2015, 03:59 PM)Koh Wrote: [ -> ]In terms of graphics, I'd have to give the best title to the All-Stars Remakes.  They aren't perfect, and could do with some hue-shifting, but of all the classic 2D Marios, they're the only ones to make the worlds feel more 3D.  Super Mario World's stuff barely had any shading on the sprites and tiles.

The revamped sprites look horribly bland, I think SMB2 is the only one that looks decent.

They don't look any less flat than SMW either :/
All Stars looked kind of pillowy to me. I liked World better than All Stars, and then Yoshi's Island was much better than World.
(08-20-2015, 08:05 AM)Koh Wrote: [ -> ]Simplicity is fine and all, but when your world looks as flat as paper due to the lack of contrast, hue-shifting and/or minimal shading, I think it hurts it more than it helps it.

dude, they were trying to figure out the system and what it can do/handle. of course the games arent going to look like a masterpiece. of course it was gonna be simple. it was released alongside the console!!!

also, dont even bother comparing lufia: the legend returns to super mario world. that game was made in 2001, 3 years after the gbc's release. super mario world was released in japan late 1990, alongside the super famicom.

(08-20-2015, 03:59 PM)Koh Wrote: [ -> ]They aren't perfect, and could do with some hue-shifting.

you sure do like your hue shifting. please enlighten me on how hue shifting can make a simplistic, cartoony style, like mario, any better.