• @[email protected]
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    687 months ago

    ive never cared for the timer, it doesnt really add anything. Feels like something to put in an arcade game to stop players from hogging the cabinet for too long without paying up, same as lives.

    • tiredofsametab
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      57 months ago

      If you mean the one released in the US, it didn’t even come to Japan until the SNES days, IIRC, at which point it was called “Super Mario USA”. It was a re-skin and some reprogramming of another Japanese game.

    • @[email protected]
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      7 months ago

      I wouldn’t call it “speed running” because I was never that good at it but I got really good at using Luigi to beat SMB2 level 6-2 without waiting for the birds. There’s a sequence of jumps only Luigi can do where you can beat that level and go on with your day.

  • @[email protected]
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    107 months ago

    As they noted in the article, Wonder Flowers still have a timer. Assuming the timer exists to give you a sense of urgency I think it worked well enough being attached to the flower.

    Although the only time it really worked was the first special level that was themed around rhythm. Maybe one of the hippos.

    Maybe some sort of time attack would be fun. Although less like the battle stages and more limited timer.

  • @zipzoopaboop
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    87 months ago

    Lives and timer has always been worthless

    • Eggyhead
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      77 months ago

      And coins, but they’re just fun to get I suppose. Lives are important if you suck like I do.

      • @[email protected]
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        97 months ago

        Oddly enough, I find coins are useful like guide markers and a form of direction.

        Even when I had 100+ lives, I’m still compelled to chase after the coins.

      • @[email protected]
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        67 months ago

        Coins are fun. I like how mario odyssey handled coins. Being used to buy cosmetics is a good incentive