General discussion about Super Mario Bros. X.
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Raster
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Postby Raster » Tue Jun 24, 2014 12:21 pm
This was discussed to death on Redigit's forum, but I decided to hear the opinions of new users and settle this.
Is Yoshi overpowered in SMBX?
We do know that Yoshi is basically an additional life for Mario. When the player gets hurt while mounted on Yoshi, the hit doesn't affect the player. Yoshi can also walk on spikes and can be found in many different colors, representing his abilities. Yoshi can also be used as a "double jump" to reach places inaccessible to Mario, get across death pits and find shortcuts around the level.
While Yoshi is certainly a huge advantage in SMBX, I don't think it's overpowered for multiple reasons. First of all, the level designer must make sure the level can't be abused with powerups (and Yoshi), so if the player can cheat in a level using Yoshi it's basically the designer's fault. Secondly, there is an option to remove Yoshi after the player enters a warp or another level. This can balance difficulty and it's a great way to ensure Yoshi can't be abused in certain levels. Also, Yoshi is very underused, especially in SMBX (which is a shame, really). Using Yoshi in levels is quite rare due to the scarcity of Yoshi NPC's in SMBX episodes. I honestly think designers should implement more Yoshi courses as Yoshi is capable of a lot of cool abilities that make the level feel fresh and creative. Yoshi can also be great for boss battles, as The Great Castle Adventure demonstrated four years ago.
To sum things up, I think Yoshi is a great addition to SMBX and I wish people would implement Yoshi more in their levels, but overall I don't think Yoshi is overpowered in the context of beating SMBX levels. Feel free to share your thoughts on this and discuss.
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Magna
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Postby Magna » Tue Jun 24, 2014 12:25 pm
Of course he is, he is a second, infinite free hit. He can eat most things you can't normally kill. He is also subject for long jumps. He is OP and that is why I dislike him somewhat in most games he is in.
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FanofSMBX
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Postby FanofSMBX » Tue Jun 24, 2014 12:25 pm
The main reason Yoshi is underused is because only Mario and Luigi can use him.
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TLtimelord
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Postby TLtimelord » Tue Jun 24, 2014 12:26 pm
Some of the Yoshis in SMBX are overpowered, like the black Yoshi, but I think they aren't for the most part. They're definitely helpful in getting through difficult spots, whether you need to sacrifice him or not.
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Emral
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Postby Emral » Tue Jun 24, 2014 12:30 pm
They're not overpowered in levels designed around having yoshi
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aero
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Postby aero » Tue Jun 24, 2014 12:31 pm
They're not OP functionally, they can be if you make a level with a certain type of Yoshi that would be OP within said level though. Just my opinion.
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RudeGuy
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Postby RudeGuy » Tue Jun 24, 2014 12:32 pm
No, yoshi isn't overpower, because the level's difficult doesn't change much with him. Also, yoshi isn't underused because only Mario and Luigi can use him, but because many levels are SMB3 styled and with SMB3 gimnicks, so yoshi is a bit out from these levels.
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Mable
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Postby Mable » Tue Jun 24, 2014 12:32 pm
Blue Greed wrote:Of course he is, he is a second, infinite free hit.
The Kuribo is a free second one also you can loose both of those ...
Blue Greed wrote:He can eat most things you can't normally kill.
It would be akward if Mario could eat his enemies.
Blue Greed wrote:
He is also subject for long jumps.
Racoon and Tanooki Flying Exploit in smbx.
Blue Greed wrote:He is OP and that is why I dislike him somewhat in most games he is in.
Pyro is op Valve pls nerf.
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HeroLinik
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Postby HeroLinik » Tue Jun 24, 2014 12:49 pm
It depends on how he's used, to be honest.
If you were talking about using him just for the sake of it, then yes, he is basically a shield for Mario. If he gets hit, then the Yoshi runs away, but the player can easily regain him and jump back on. But it's really about how he's used, rather than the fact that the Yoshi is there. You could put a toggle on a level so that you can't use Yoshi for it, but then that would only work with hub episodes as you're entering a level and the warp is set to "No Yoshi". But if you want a Yoshi toggle on a level, then that can prevent him from being too overpowered. You can only allow Yoshi for a certain area, and the player will cross a point when they are forced to spinjump off Yoshi and then unable to retrieve him again.
But as Christian07 said, a lot of levels are SMB3 styled and so you wouldn't expect to see a Yoshi in a level with SMB3-specific gimmicks such as building a Jump Block bridge or breaking away Brick Blocks. Yoshi is strictly an SMW-specific gimmick and so would look out of place in an SMB3 level.
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RoundPiplup
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Postby RoundPiplup » Tue Jun 24, 2014 2:02 pm
I don't think that you hi is overpowered. You can't bring yoshi to every level, and some doors/piped doesn't let yoshi in.
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Chad
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Postby Chad » Wed Jun 25, 2014 2:53 am
He isn't OP if you use him right. The blue and black ones are pretty powerful and should remain well-hidden and difficult to reach, but the rest can be helpful assets if levels are carefully designed to prevent cheating with them. It's easy to lose one and have him run in a pit if you make a mistake (this happens to me more often than I'm able to retrieve him), and most of their powers don't break the levels that they're in. They're more efficient at killing enemies than most other things, and they can also be used to reach secrets in ways that only they can.
Putting "No Yoshi" on a warp doesn't really help make things less "broken" though, because you'll just have him again once you get back to the map/hub. However, you can force the player to dismount either by vine or forced double-jump, or something like that (in the case of the latter, maybe put a Yoshi generator next to the jump so you aren't screwed without him). This is where blue/black Yoshi might be a problem though, because they can easily bypass such a filter if they eat just about anything. Although, if those Yoshis are really difficult to reach and maybe late into the game, that might be fine. Same goes with any other Yoshi. If they're placed in tough spots, then getting them might be worth the hassle. That is, unless you lose one quickly in a moment of carelessness. It's amazing how not-OP they feel at that moment.
It really just comes down to how things are used. I feel like some extent of the community operates under a mindset that says "Yoshi is irredeemably OP and you should never use him ever", or at least did at one point and it just stuck. It's kind of a shame, because making a level fit well with him isn't too difficult if you know what you're doing.
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Magician
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Postby Magician » Wed Jun 25, 2014 7:23 am
Out of various projects I've thought up for SMBX, one is a level that contains a use for every single rideable powerup. Call it a player's training grounds (I'm not likely to actually use that name for the specific kind of level I have in mind) and a level designer's challenge. I believe, fundamentally, there's a way to use each and every powerup without them being considered abusable or OP. If you fail that challenge, it's more reflective of your ability as a designer than it is of the item.
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bossedit8
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Postby bossedit8 » Wed Jun 25, 2014 7:31 am
Remember Uesage Abilities? That custom Level has every Yoshis in it.
For me, Yoshis are very fun to use and makes levels easier but it is also kind of easy to lose if you are on a Platform Based Level (Highlands, Platform Lines). I really wish there could be more levels that has Yoshis in it so I definetly agree with that.
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Raster
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Postby Raster » Wed Jun 25, 2014 11:26 am
TNTtimelord wrote:Some of the Yoshis in SMBX are overpowered, like the black Yoshi, but I think they aren't for the most part. They're definitely helpful in getting through difficult spots, whether you need to sacrifice him or not.
I don't agree with sacrificing Yoshi to make it past death pits because it seems like a cheap gimmick. Also, black Yoshi isn't really overpowered in boss battles (the last boss in TGCA had the player mounted on a black Yoshi and the fight was awesome). It's not about how black Yoshi is overpowered, but how it is used.
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raphael_2002
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Postby raphael_2002 » Wed Jun 25, 2014 1:21 pm
Yoshi isnt overpowered hes a good support to mario
Only add him to your level if you agree otherwise keep him away
Plus theres varios colors of yoshi, you can pick and each one has a special hability
The black yoshi is overpowered tho i wouldnt recommend it unless its REALLY RARE
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Mable
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Postby Mable » Wed Jun 25, 2014 1:33 pm
This Topic is like one of those TF2 Discussion. 50% say Pyro isn't OP 50% say he is. Here it is Yoshi who shows the Pyro and us the Steam Members who keep saying Valve needs to nerf Yoshi.
Now some smart info:
Nothing in any game is Overpowered it only depends on how you using the stuff. There is nothing like OP stuff in smbx.
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HeroLinik
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Postby HeroLinik » Wed Jun 25, 2014 3:07 pm
But what about the Kuribo's Shoe? That's very similar to a Yoshi in many ways, but the difference is that the Kuribo's Shoe can kill enemies Yoshi can't kill, so it's more powerful, but if the player takes a hit they've lost the shoe and can't regain it. But in a way, you can say that a Kuribo's Shoe is just a deployment of Yoshi for Peach and Toad players, but is it overpowered just like Yoshi?
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Mable
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Postby Mable » Wed Jun 25, 2014 3:31 pm
Gosh the word overpowered is used so much and people never understood it. i repeat there i no such thing which is op imagine someone who sucks at smbx v.hard he won't be able having one of those for long. The only thing in which you can kinda exploit in smbx is the lakitu shoe.
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HenryRichard
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Postby HenryRichard » Wed Jun 25, 2014 3:35 pm
Kurbio's shoe isn't overpowered, but Lakuitu's shoe...
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HeroLinik
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Postby HeroLinik » Wed Jun 25, 2014 3:50 pm
HenryRichard1234 wrote:Kurbio's shoe isn't overpowered, but Lakuitu's shoe...
Definitely. That's really OP. You can just use it and skip whole levels with it without suffering much damage, and there isn't even a toggle that prevents you from using shoes.
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