![]() There is no 1-Up bonus for doing multiple "kick-ups" with your tail.Fireballs just disappear if they touch a shell, rather than bouncing the shell.They don't wobble power-ups or activated Checkpoint Flags.In fact, they don't interact at all they pass right through each other. They don't "kick-start" other Koopa Shells on contact.In the final game, they slide around indefinitely. If kicked or jumped on, they slow down after sliding around for a while.The maximum amount of lives is 99 this total can be obtained by performing the 1-Up trick after kicking the first shell in 1-2 where the Goombas are, and when it stops by jumping on it while facing the camera.Also, you can't destroy crates by running into them while invincible in the demo. In the final game, there are boards left on the ground by default, but there is a setting that disables this function. After destroying crates, there is nothing that remains of them in the demo.Mario does not produce an air trail when he jumps or turns while jumping.Mario does not move his head to look at ? blocks.Fire and Ink Piranha have different animations when firing either fire or ink respectively.Camera locks angle when adjusted with the left/right buttons on the D-Pad.Mario will perform a roll whenever a shoulder button is pressed while he is moving.Mario has two distinct rolling animations and accompanying sounds one when walking, the other when running.As well, the "Lost a Life" sound has slightly different instrumentation.The "Hurry Up!' version of any level's music starts with only 50 seconds remaining, as opposed to 100:.Powerups do not pop out of the boxes and fall to the ground, they stay on top of the box they came from.The hold item on the touch screen is higher up on the touchscreen in this demo.The background as well is a sandy-looking texture instead of yellow. As well, it does not show Mario falling and landing on the ground. The Game Over screen's "GAME OVER" text is colored like the game logo's text is.The Super Mushroom's hold item image had additional shading added to its front.The leaves didn't fit the official design and the model was ported from Super Mario Galaxy so they were remodeled to fit the official design and made it different. Adjusting the 3D slider while in the Pause Menu only affects the checkerboard overlay.The "Pause" text flashes faster in the demo than in the final.As well, this checkerboard pattern is applied translucently on the top screen. Pause Menu background is a checkerboard design instead of a solid yellow color.Sound effects for when coins are revealed are not present.When tallying up the remaining time, the Clear Time is not shown.The demo has five red stars, while the final game has a halo and sparkles come out from the top of the flagpole. The particle effect when the flag hits the top of the flagpole differs between games.Both buttons allow you to enter pipes, though. Entering pipes shows the R button graphic in the demo, but the L button graphic in the final.In the demo, the primary level timer is still used when in a minigame room, but in the final minigame rooms use a separate timer, counting down from 10.In the demo, the purple boxes warp you around to different parts of the level, while orange boxes take you to minigames. Orange and purple warp boxes are different.Gold flagpole goals are not yet implemented.Sounds for the star coins do not change with pitch whenever you get another coin. ![]() This would not be revealed for a few more months.
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