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The Official New Super Mario Bros. Wii Thread

After further thinking on the difficulty issue, I suppose that Yoshi's Island still has the best solution to the problem. While you can get 99 lives easily in YI, no matter how many lives you have finishing a course at 100% completion can be a monumental challenge, no two ways about it.

I do think on the whole, I like NSMB Wii better than Super Mario World, but of course, time will have to tell as it ages.
 
rhino4evr said:
no, I agree that you should be able to save. I just think that since you can save, there is no point of having 99 lives to begin with. There shouldn't be more then 1 or 2 1ups in a stage.

Not only does giving you so many green mushrooms make the game too easy, but it almost completely gives you NO incentive to collect coins.

We collected coins in SMB1, because we NEEDED those extra men. Not so much anymore.

If I had to guess, they designed it this way in an effort to really make the challenge a little more palatable to the casual crowd. Having a stockpile of extra lives even though they keep dying is probably less frustrating to a new/casual player than seeing the game over screen multiple times.

Trust me, there is still plenty of challenge ahead. I have died more than once in probably 75% of the levels, especially since I'm going for all the Star Coins my first time through.
 
Kaijima said:
I do think on the whole, I like NSMB Wii better than Super Mario World, but of course, time will have to tell as it ages.

That's some crazy ass shit right there. I'll get mine Wednesday so we'll see, but I don't see how if could possibly be better than SMW.
 
By giving you so many lives, they can make the levels themselves harder without making it completely obnoxious to casual players. I mean, you get 5 more lives when you run out automatically, anyways. They literally have no purpose, and who gives a shit? Would you really enjoy having to play through World 8 and only being able to die three times? Awesome, go do that.

The level design in this game is phenomenal, I'm actually mouthing "fucking awesome" every time I get to a new castle, or an awesome new twist to the platforming. And, well, the nostalgic nudges are amazing.
 
I remember a wise man described the difference between "challenge" and "difficulty".

Challenge is what kind of obstacle you must overcome in order to win.

Difficulty is how easy it is to lose or die.

Having 99 lives lowers the difficulty of the game, but the challenges within the level remain.
 
Just beat
the first airship. I love the little touches in this game, like the background when you're on the screw platforms underneath the airship.

Love the game.

KittenMaster said:
I remember a wise man described the difference between "challenge" and "difficulty".

Challenge is what kind of obstacle you must overcome in order to win.

Difficulty is how easy it is to lose or die.

Having 99 lives lowers the difficulty of the game, but the challenges within the level remain.

And in that case, I'll prefer challenge every time.
 
Nose Master said:
By giving you so many lives, they can make the levels themselves harder without making it completely obnoxious to casual players. I mean, you get 5 more lives when you run out automatically, anyways. They literally have no purpose, and who gives a shit? Would you really enjoy having to play through World 8 and only being able to die three times? Awesome, go do that.

The level design in this game is phenomenal, I'm actually mouthing "fucking awesome" every time I get to a new castle, or an awesome new twist to the platforming. And, well, the nostalgic nudges are amazing.

YouHitTheNailOnTheHead.JPG


This is why Super Mario Galaxy and to a lesser extent NSMB DS never felt too easy to me. The level design is constantly amazing and the game can throw in a hard level every so often without making it feel frustrating.
 
My only complaint about the last 3 mario games was that it was too easy to get 1ups. NSMB DS was challenging at parts, but dont think i've seen a real game over screen since...Mario 64.

EDIT: Hmm the explanation above makes sense.
 
How well does Super Mario Bros. 3 (NES) hold up? I got 500 Wii points free with my pre-order of NSMB.Wii and I don't want to buy any more points so I am getting a 500 point NES game. How is the difficulty of SMB3? Can you save progress, or is it one of those start at 1-1 every time you play games?
 
Johnas said:
If I had to guess, they designed it this way in an effort to really make the challenge a little more palatable to the casual crowd. Having a stockpile of extra lives even though they keep dying is probably less frustrating to a new/casual player than seeing the game over screen multiple times.

Trust me, there is still plenty of challenge ahead. I have died more than once in probably 75% of the levels, especially since I'm going for all the Star Coins my first time through.


Why do people seem to think that back in the 80s, SMB1 was considered "hardcore?" Millions of people played and finished SMB1 who had NO experience with games what so ever. Making it to World 8, was an actual achievement..like scoring 200 lines in Tetris. The game can be fun to play for casuals and still be difficult.

SMB3 is a classic. What do you mean how does it stand up? :lol
 
Zzoram said:
How well does Super Mario Bros. 3 (NES) hold up? I got 500 Wii points free with my pre-order of NSMB.Wii and I don't want to buy any more points so I am getting a 500 point NES game. How is the difficulty of SMB3? Can you save progress, or is it one of those start at 1-1 every time you play games?

have you not played SMB3 before?
 
andymcc said:
have you not played SMB3 before?

When I was like 8. I had the SNES cartridge with SMB1, SMB2, SMB3 on it (mail-in promotion for buying an SNES). I don't remember much about it though.
 
Zzoram said:
How well does Super Mario Bros. 3 (NES) hold up? I got 500 Wii points free with my pre-order of NSMB.Wii and I don't want to buy any more points so I am getting a 500 point NES game. How is the difficulty of SMB3? Can you save progress, or is it one of those start at 1-1 every time you play games?
It is one of those games that you start at 1-1 each time, but the Wii has its quick save for NES and SNES games still, so its not a problem (Better then leaving the NES on for 3 days strait trying to beat it, and hoping it doesn't freeze while playing. And my copy often froze at the very end)
 
Zzoram said:
How well does Super Mario Bros. 3 (NES) hold up? I got 500 Wii points free with my pre-order of NSMB.Wii and I don't want to buy any more points so I am getting a 500 point NES game. How is the difficulty of SMB3? Can you save progress, or is it one of those start at 1-1 every time you play games?


doesn't save as much as SMW or SMB3 snes edition, but with the Wii's save state function, it's the same as just leaving the NES on all the time.
 
Drkirby said:
It is one of those games that you start at 1-1 each time, but the Wii has its quick save for NES and SNES games still, so its not a problem (Better then leaving the NES on for 3 days strait trying to beat it, and hoping it doesn't freeze while playing. And my copy often froze at the very end)

Quicksave means you can resume where you left off, but you still get reset to 1-1 if you run out of lives?
 
Zzoram said:
Quicksave means you can resume where you left off, but you still get reset to 1-1 if you run out of lives?


I think at worse you'll get sent back to level 1 of whatever world you're on... it's not that bad whatever it is.
 
levious said:
I think at worse you'll get sent back to level 1 of whatever world your on... it's not that bad whatever it is.

I just don't have the time to beat every level in the game in 1 sitting so I appreciate a game that lets me save some progress. I don't mind starting at level 1 of later worlds when quicksaving, that sounds ok.
 
if you are worried about the difficulty of SMB3, try the GBA port (if youi have a DS) The game was made a little easier, but not totally easy.

EDIT..also you should know that if you warp, and use your items correctly, you can pretty much finish SMB3 in 30 minutes or less.
 
rhino4evr said:
if you are worried about the difficulty of SMB3, try the GBA port (if youi have a DS) The game was made a little easier, but not totally easy.

I'll probably get SMB3 on Wii VC anyways. What else am I going to do with my 500 points. The only other option is SMB2.
 
upandaway said:
By the way, I don't really get the lives/saving complaints yet. I'm coming from a bit of an action adventure point of view, and I can safely say I'm not at an age where I can have a nice afternoon sitting in front of the TV playing the same levels over and over again. The game is big enough that just a couple runs of the whole thing separately are enough. I still hunt for every coin and every life even if I'm maxed in World. I'm having more fun that way. I don't care about the effect of my actions about my lives.
And, hell, in the case of NSMB Wii, it's more than that.

I mean, when you play these games, it's to have fun, which is incentive enough to want to collect coins and build up the number of lives to the max. But, on top of that, you get the bonus of having a hatless Mario if you reach 99 lives. That's just for single player consideration, too.

In the multiplayer, my friends and I will always go for as many coins as possible because, in multiplayer you never know what's going to happen, so you should constantly put forth effort to gain extra lives. That way, you won't struggle to keep unfortunate players in the game , and you can even abuse others by throwing them into pits and stuff for fun.

So, yeah, coins and lives are still very relevant, and for more reasons than "they're just fun to collect."
 
Amneisac said:
That's some crazy ass shit right there. I'll get mine Wednesday so we'll see, but I don't see how if could possibly be better than SMW.

On the whole, I said. It's going to be arbitrary whether some people prefer SMW for its art design, world themes, music, or overall progression structure. Also, 2nd Quest mode gives it something more than other Mario games. (Except for Super Luigi Galaxy...)

... however, NSMB Wii /really does/ have level designs that are off the hook, as the kids are sayin' these days. The mid-tower and castle designs are blowing minds, and do destroy the castles in SMW. The Koopa Kids are executed better with better boss battles from start to finish. I may be a minority on GAF for this part, but I find the copter suit, penguin suit, and ice flower to be better power-ups than the ones in SMW. The cape's great, but is more of a toy in most levels. You'll be thanking god for the copter suit in many courses.

I went back and played SMW and SMB3 more after getting to world 8 in NSMB Wii today. This is what immediately struck me: the courses in 3 and SMW are largely barren and empty compared to the fullbore chaos that is in many NSMB Wii courses... many of these stages that are not even castles or airships cause constant clenching and give you the impression that the level designers' mission in life is to murder mario mans.

I also have to give it up to how many ideas are packed into the game. While it's true that the trademark of any real Mario game (and Yoshi's Island) is that every course in every world has a unique gimmick or idea, I've never seen so much totally unique stuff as in this one. It's as if they saw how people fetishized Kuribo's Shoe and said "what if we make a WHOLE GAME of Kuribo's Shoes?"
 
Picked up this game earlier and played for 3hrs straight. 1 of those hours with my two brothers. Multiplayer is a blast, even though sometimes you accidentally get in each other's way.

I've reached World 4 and I can say that this is probably the most fun I've had in a 2D Mario game. Also, this thing gets pretty difficult!
 
Gonna play this tonight. Gotta finish some homework, but that can wait a couple of hours. I couldn't get to it yesterday because of another homework thing.
 
Did 4-player last night. Wow. So much fun. Initially was kind of confusing, but once everyone settled in, it was some of the most fun Mario action ever.




Please give us another Four Swords!!!
 
PSA: the secret to multiplayer is the A button. teach people how to use it, and suddenly doing assholish things becomes hilarious rather than frustrating!
 
Alright. All star coins (Except three in world 2 I have no idea how to get or where they are) and all secret exits on worlds 1-6. Half the coins on world 8. Just starting world 7 (warped to 8 first run through). And already done half of World 9. Some of those stages are just fucking evil.

Me having time to plow through this game single player is the only benefit of being sick this weekend.
 
Wow, you can tell they are really trying to give you a massive challenge on
world 9 levels. I'm just disappionted that the theme for the map is rainbow but that doesn't seem to be how the levels are designed. I was looking forward to trippy psychedellic platforming
 
EzLink said:
Wow, you can tell they are really trying to give you a massive challenge on
world 9 levels. I'm just disappionted that the theme for the map is rainbow but that doesn't seem to be how the levels are designed. I was looking forward to trippy psychedellic platforming

Yeah. Some of the levels I have played so far arent too terrifying except the star coins, but the
Ice one with all the penguins gliding around as you climb the stage
drove me up the damn wall. That last star coin in that stage can wait until I have more patience.
 
Got the game yesterday afternoon and it's fantastic so far. I'm halfway through World 2, beat Roy, and am now doing a little bit of backtracking for coins I missed. My dad was visiting for the weekend so I ended up playing multi in single player mode for my first go which was a cool way to experience the game for the first time. We both died more than a few times which led to lots of laughs. :lol First water/cheep cheep stage is crazy hectic.

KittenMaster said:
I remember a wise man described the difference between "challenge" and "difficulty".

Challenge is what kind of obstacle you must overcome in order to win.

Difficulty is how easy it is to lose or die.

Having 99 lives lowers the difficulty of the game, but the challenges within the level remain.

This is exactly what the game feels like for me so far challenge-wise and I'm loving it. Everything about the game feels just right in comparison to the rest of the series. My only gripe as of now is having to shake/hold 1 in order to pick up stuff, takes more than a little getting used to. Shaking to spin jump or fly with the propellor suit feel fine so far though.
 
Zzoram said:
Quicksave means you can resume where you left off, but you still get reset to 1-1 if you run out of lives?
With VC games, if you hit the home button and exit back to the Wii menu, the next time you play that game it will start paused exactly where you hit the home button. You could be mid-level even. I'm pretty sure you can keep the save state indefinitely. I remember keeping a save of SMB1's second quest for a while.
 
EmCeeGramr said:
Oh my. A very early rough level editor has been released.

http://www.youtube.com/watch?v=GCuXfYt-4zA&


EDIT: Jeez, make that TWO. There's another one out. One's called Tanooki, and the other is Reggie.
r9oleu.jpg


o6l2y1.jpg

o7m80p.jpg
Good god...

Since texture hacks in Wii games (Brawl) are possible, does this mean that it is now technically possible for someone to re-make levels from past Mario games and have them actually look like those levels?!?!?!
 
One question, does the game still keep track on your save file/end of game title status of how many times the hint block has appeared if you didn't get to a save point? I got it on one of the early desert stages last night (the one where you have to get the coin by
skillfully stomping a parakoopa on top of one of the sand geysers then throwing the shell at the coin, ingenious
), darn it. :lol
 
Agent Unknown said:
One question, does the game still keep track on your save file/end of game title status of how many times the hint block has appeared if you didn't get to a save point? I got it on one of the early desert stages last night (the one where you have to get the coin by
skillfully stomping a parakoopa on top of one of the sand geysers then throwing the shell at the coin, ingenious
), darn it. :lol

The easier way I guess,
Would be to use the propellor suit to drop down and grab it.
There is an evil lava coin like that in one of the castles.

My friend's original suggestion... toss me in to grab the coin and move on :lol

Come to think of it.. THAT would be the easier solution
 
Is there a homepage for that Reggie level editor or something? I'm curious as to how it works.

I hope you don't have to overwrite the levels that already exist in order to make new ones. With a little refinement, that level editor could make this one of the greatest games of all time.
 
so, this game has only been out a day and it's already fallen off the front page. Not seeing the kind of hype that a new mario game deserves. Nintendo has lost a lot of it's hardcore audience.
 
What do you mean? Last generation people would just call Nintendo first party games "kiddy". It's the same thing here. If anything, this game is getting a lot more hype than I thought it would get, considering the bad job Nintendo did of convincing people that this isn't just a DS port with multiplayer.
 
Just beat the mid-boss in world 4. Still loving the game, but I wish there were more stages per world. Its pretty much been 40 minutes per world so far.
 
rhino4evr said:
so, this game has only been out a day and it's already fallen off the front page. Not seeing the kind of hype that a new mario game deserves. Nintendo has lost a lot of it's hardcore audience.

maybe people are playing and not posting on the forum?

I'm only here because I do not have my copy yet
 
This is a short game, and it only gets easier the longer you play it.

People are either pacing themselves or they're close to finished already.
 
EzLink said:
Wow, you can tell they are really trying to give you a massive challenge on
world 9 levels. I'm just disappionted that the theme for the map is rainbow but that doesn't seem to be how the levels are designed. I was looking forward to trippy psychedellic platforming
I think that's on purpose, as a reference to the
Special World in SMW. That had an otherworldly, trippy map screen too, but each individual level put you in an environment you had seen elsewhere in the game.
 
the visuals have really grown on me. I think a lot of people look at it and just see the DS version, without realising all the cool things that have been done to make it look really nice. There's some gorgeous stuff in there.

edit: but also some ugly stuff, just to be clear. it balances out.
 
rhino4evr said:
so, this game has only been out a day and it's already fallen off the front page. Not seeing the kind of hype that a new mario game deserves. Nintendo has lost a lot of it's hardcore audience.

i was posting a lot in this thread until i got the game. then i stopped posting and started playing the hell out of it.
 
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