Gaming Nintendo Should Fix the Infinite Lives glitch/patch on Mario 3D World

katsup

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The infinite lives doesn't bother me as you lose lives like crazy in multiplayer. Even if you don't get the infinite lives, you still have infinite continues.

However, the white tanooki suit I refused to use..
 

Ryupower

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this is a mario game mechanic
where you build up you points to get 1-ups (there NO exploit)


most Mario games have a trick like this
there been stuff like this since Super mario on the Nes
 

calmwaters

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Nintendo has a great track record on this stuff.


That's cool, yo. But you have a problem with having these many lives because...? I will venture and say that you have played this game and maybe lost a few lives in this game. That didn't bum you out? Or maybe in future Mario games, you could only have a maximum number of five lives. (or ten) But the Paper Mario series and the Legend of the Seven Stars don't have lives systems in them; perhaps you prefer those...
Lives systems are a terrible artifact of the past and have been obsolete for quite some time.

Discuss.
I like lives; it makes me feel safe. I remember when I first played Super Mario Bros. 3. I would die every few levels. I remember in world 3, level 8; I died 22 times. No bullshit. Boss battles were another thing. On average in my first playthrough, I'd probably died 3 times on each boss. But after six/seven months of playing, (or longer; I forget) it was on a Saturday morning at 10 when I reached the first level of World 8. My sister had been playing this with me; she'd gotten through a bunch of levels I couldn't. Anyway, we went ballistic with excitement. And then, that was when the real dying started. We tried many, many times to get through the fortress after the first two levels, but we just died so much that we finally used a Lakitu's Cloud to skip it. And we did this in future playthroughs as well. Then, there was the final fortress, where we died countless times. Obviously, we'd gotten past the ship that came after the first fortress, for which we were greatly relieved after dying so much in there. Then, we died countless times doing Bowser's Fortress. I remember the first time when we got to Bowser's chamber; we were ecstatic. Of course we died, but we knew how to get there. And after many more failed attempts at defeating them, we finally did and rescued the princess. We were crying because we were so happy.

So you can see, I have a great fondness for lives in Mario games; they really are a life saver. But of course you people don't like lives; it slows down the progress of the game because getting lives takes up so much time in the levels; that's how easy it is. I say getting 40 lives in one level means you are a really good player. But some people aren't as good at these games as you, so you slur them and call them awful gamers because they can't get as many lives in a level as you can. To which I say: fuck you. Being an elite gamer doesn't give you the right to slur an average gamer. But, it's a common concept that as you attain higher levels in a social medium (in this case, gaming), you begin to get arrogant and think everyone is beneath you. And you believe this gives you the right to slur them. I swear, if I was an elite gamer, I would have respect for people who weren't as good as me because I remember a time when I was just as bad as they were.
 

mightymuffy

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Just to try it out and then I unfortunately saved it with it.

Didn't really need 1110 lives considering I already had 80 lives and rarely ever died.

Pretty sure the timer runs out before you manage 1110 lives son, so you'll have 'tried it out' at least twice, and then 'unfortunately saved' :lol:

Lives systems are a terrible artifact of the past and have been obsolete for quite some time.

Discuss.
A fine point, Rayman Origins/Legends works fine without them, but in the case of Mario I think it still works: it's a core part of the game really - coins and that classic 1up shroom, and as an older gamer some of my fondest gaming memories included turning all the pyramid blocks to coins on Mario 3. The fact that Nin actively give out info on these 'exploits' is evidence even they think it's old fashioned though ...but what's a mario game without a green mushroom...
 

cearp

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i remember when i got wario land 3 when it came out, it was really nice, a platformer with no lives, you just never 'died'. no health meter at all.
you just had to do whatever you were trying to do, again.
i saw the 4th game had a health meter, and never played it. (although i guess i will try it one day)

with mario games, the hard part is not about lives, it is about playing the game...
i don't want to see a game over screen. i would happily use an infinite lives code, but using an infinite health one is very different :)
 

Gahars

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I like lives; it makes me feel safe. I remember when I first played Super Mario Bros. 3. I would die every few levels. I remember in world 3, level 8; I died 22 times. No bullshit. Boss battles were another thing. On average in my first playthrough, I'd probably died 3 times on each boss. But after six/seven months of playing, (or longer; I forget) it was on a Saturday morning at 10 when I reached the first level of World 8. My sister had been playing this with me; she'd gotten through a bunch of levels I couldn't. Anyway, we went ballistic with excitement. And then, that was when the real dying started. We tried many, many times to get through the fortress after the first two levels, but we just died so much that we finally used a Lakitu's Cloud to skip it. And we did this in future playthroughs as well. Then, there was the final fortress, where we died countless times. Obviously, we'd gotten past the ship that came after the first fortress, for which we were greatly relieved after dying so much in there. Then, we died countless times doing Bowser's Fortress. I remember the first time when we got to Bowser's chamber; we were ecstatic. Of course we died, but we knew how to get there. And after many more failed attempts at defeating them, we finally did and rescued the princess. We were crying because we were so happy.

So you can see, I have a great fondness for lives in Mario games; they really are a life saver. But of course you people don't like lives; it slows down the progress of the game because getting lives takes up so much time in the levels; that's how easy it is. I say getting 40 lives in one level means you are a really good player. But some people aren't as good at these games as you, so you slur them and call them awful gamers because they can't get as many lives in a level as you can. To which I say: fuck you. Being an elite gamer doesn't give you the right to slur an average gamer. But, it's a common concept that as you attain higher levels in a social medium (in this case, gaming), you begin to get arrogant and think everyone is beneath you. And you believe this gives you the right to slur them. I swear, if I was an elite gamer, I would have respect for people who weren't as good as me because I remember a time when I was just as bad as they were.


lolwut

You're projecting more than the local AMC.

...but what's a mario game without a green mushroom...


A game not blindly adherent to nostalgia and decades-long outdated mechanics, for one.
 
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Foxi4

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A game not blindly adherent to nostalgia and decades-long outdated mechanics, for one.
I'll be honest with you, I'm a little bit on the fence with this one, partially because the 1UP has a pop cultural value, partially because there are ways of using lives without really impeding gameplay.

For example, lives could translate directly into "chances" to pass from one checkpoint to another or from one checkpoint to the end of the level. The player would have a set amount of allowed attempts to start over from any given checkpoint and if he/she screws that up, "f*** you, go train, wuss". A downright "Game Over" screen isn't fair when the challenge isn't, but a game with no stakes isn't fun either.

That's a very good way to introduce a lives system without really putting the player in any danger as the progress level-wise is saved, and at the same time, it rises the tension because no matter how close together the checkpoints are, you never want to roll back. Everything in-game can be used as a device that'll squeeze out "feels" from the player and lives are no exception.
 

Gahars

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Yeah, well you people sound upset that you never die; you just keep collecting lives. And I had something dramatic happen lately, so I'll probably blow some stuff out of proportion.

There's a difference between blowing something out of impression [Just can't type tonight] proportion and pulling it out of your ass. I never so much as hinted at hating lives systems because "I got too many lives" or whatever. Seriously, where did that notion even come from?

If you want to argue the merits here or whatever, that's fine, but argue with me, not your imagination.



A few things.
1) As nice as pop culture value is, if it's in there to the detriment of your game, it needs to go. If you refuse to let the mechanics evolve over time, then you're going to be left behind.
2) A game doesn't need to have lives to have tension. Rayman Origins, at least the later levels and the chest sections, and Hotline Miami are absolute nail-biters that require quick thinking and perfect timing, and you're still punished for failing (you start the section/level over again). However, the game maintains that tension by not arbitrarily kicking you out, instead enticing the players to keep throwing themselves at the challenge ("Alright, one more time... okay, this time for sure..." etc.) until they emerge victorious.
 
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Foxi4

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A few things.
1) As nice as pop culture value is, if it's in there to the detriment of your game, it needs to go. If you refuse to let the mechanics evolve over time, then you're going to be left behind.
2) A game doesn't need to have lives to have tension. Rayman Origins, at least the later levels and the chest sections, and Hotline Miami are absolute nail-biters that require quick thinking and perfect timing, and you're still punished for failing (you start the section/level over again). However, the game maintains that tension by not arbitrarily kicking you out, instead enticing the players to keep throwing themselves at the challenge ("Alright, one more time... okay, this time for sure..." etc.) until they emerge victorious.
Very true. As I said earlier, if you're gonna have a lives system, the game has to be fair. It cannot under any circumstances be used to detriment gameplay and create artificial challenge - this isn't like an arcade that tries to squeeze out quarters out of your wallet, a console or PC game doesn't have to do that. ;)
 

calmwaters

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There's a difference between blowing something out of impression and pulling it out of your ass. I never so much as hinted at hating lives systems because "I got too many lives" or whatever. Seriously, where did that notion even come from?

If you want to argue the merits here or whatever, that's fine, but argue with me, not your imagination.
All right, I feel normal again. I think I was referring to what the original poster said: the "glitch" where you could get "endless" lives. And he was mad about it, hence the notion of hating lives systems because I've got too many. And then you said to discuss the important subject of lives in a game; does it make it too easy or frustratingly difficult? Or is it so easy that it's annoying? Well, in games where they are relevant, the amount of lives you have indicates what kind of a player you are. That shouldn't be anything to get upset about, unless you're always dying. But then I don't believe in doing these infinite life tricks: I just play the game. Win lives, lose lives, big deal. But it's always nicer to have 12 lives than 2...
 

Gahars

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All right, I feel normal again. I think I was referring to what the original poster said: the "glitch" where you could get "endless" lives. And he was mad about it, hence the notion of hating lives systems because I've got too many. And then you said to discuss the important subject of lives in a game; does it make it too easy or frustratingly difficult? Or is it so easy that it's annoying? Well, in games where they are relevant, the amount of lives you have indicates what kind of a player you are. That shouldn't be anything to get upset about, unless you're always dying. But then I don't believe in doing these infinite life tricks: I just play the game. Win lives, lose lives, big deal. But it's always nicer to have 12 lives than 2...


It's like you go out of your way to read anything but what is literally written in the post.
 

Sheimi

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What saves a lot of frustration is Super Mario Lost Levels infinite lives glitch. You HAVE NO IDEA how many times it saved me from insanity.
 

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