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The Official New Super Mario Bros. Wii Thread

RagnarokX said:
If you save one, depending on the number of seconds left they will open up one of the various toad huts at the starting marker for that world.

Edit: Asking basically the same as Ranger X.
 
Now on world 6; game's still fantastic through and through.

Though it does strike me that the one problem Nintendo may have with any 2D platformer is that they'll never equal SMB3 in /one/ way: the fact that after you beat a stage, it locks and you /cannot replay it/.

This prevents 1up farming and item farming; it makes the player use 1up loops the first time they're found as if they're a precious resource because they are.

The open world map nature of modern games does defeat this to a point. People would protest NSMB Wii if it expected you to start a new game, like an arcade game, to play through from the beginning to see a given course again. I suppose it's difficult to get around this design issue.
 
Kaijima said:
Now on world 6; game's still fantastic through and through.

Though it does strike me that the one problem Nintendo may have with any 2D platformer is that they'll never equal SMB3 in /one/ way: the fact that after you beat a stage, it locks and you /cannot replay it/.

This prevents 1up farming and item farming; it makes the player use 1up loops the first time they're found as if they're a precious resource because they are.

The open world map nature of modern games does defeat this to a point. People would protest NSMB Wii if it expected you to start a new game, like an arcade game, to play through from the beginning to see a given course again. I suppose it's difficult to get around this design issue.

What about requiring the player to sacrifice a life to replay a level?

IIRC, you could farm lives in SMW as well - my step-daughter used to return to levels over and over builing up her stock for tricky later stages.
 
RagnarokX said:
Yeah, if you save one (or kill one), another one will usually appear after you beat another level.

No I mean,
will it brings up another Toad house or it's only for the first Toad you save? Because If I remember right, I saved one, the house appeared and then I saved another one but I only got lives at the flag.

.
 
Cosmonaut X said:
What about requiring the player to sacrifice a life to replay a level?

IIRC, you could farm lives in SMW as well - my step-daughter used to return to levels over and over builing up her stock for tricky later stages.

You're right, SMW introduced this feature/problem.

Hmm.

Another idea, how about this: a "time warp whistle" that you can use to rewind time on a world map to a previous level if you want to make another run at it to get all the secret collectibles or a perfect score - but it resets all your progress past that stage; maybe not in the entire game, but just that one world.

So you have to redo the rest of a world if you want to perfect individual courses in it.
 
Kaijima said:
Though it does strike me that the one problem Nintendo may have with any 2D platformer is that they'll never equal SMB3 in /one/ way: the fact that after you beat a stage, it locks and you /cannot replay it/.

This prevents 1up farming and item farming; it makes the player use 1up loops the first time they're found as if they're a precious resource because they are.
The way I see it...

In Mario 3, there are no alternate exits, each level is short and to be played only once, and the whole game is actually pretty quick, the way I see it.

What I did like about Mario 3's locking of the levels is that it encouraged you to go ahead and beat the game, as opposed to replaying levels and finding missed secrets.

One thing that I feel like was a missed opportunity in Mario Wii, now that I think about it, is its lack of a game-wide gimmick/mechanic... Similar to Mario World's Switch Palaces, which affected every stage, or even beating the Special World, which changed many of the enemies.
 
Cosmonaut X said:
What about requiring the player to sacrifice a life to replay a level?

IIRC, you could farm lives in SMW as well - my step-daughter used to return to levels over and over builing up her stock for tricky later stages.
You could farm lifes to the max in SMW, it allows for 999 lives instead of just 99. I had over 200 when I finished the game :lol
 
Ranger X said:
No I mean,
will it brings up another Toad house or it's only for the first Toad you save? Because If I remember right, I saved one, the house appeared and then I saved another one but I only got lives at the flag.

.
Use the toad hut and it will disappear. Save another toad and a new toad hut will appear.
 
Kaijima said:
Now on world 6; game's still fantastic through and through.

Though it does strike me that the one problem Nintendo may have with any 2D platformer is that they'll never equal SMB3 in /one/ way: the fact that after you beat a stage, it locks and you /cannot replay it/.

This prevents 1up farming and item farming; it makes the player use 1up loops the first time they're found as if they're a precious resource because they are.

The open world map nature of modern games does defeat this to a point. People would protest NSMB Wii if it expected you to start a new game, like an arcade game, to play through from the beginning to see a given course again. I suppose it's difficult to get around this design issue.

But so what if you have the option to farm for 1ups, items, etc? If you really want the difficulty in having the level locked, you can just choose not to play it again. I am not one usually for self-imposed challenges, but in this case the alternate (the level locking when you defeat a level) would be too drastic. What if you miss a Star Coin (or more) the first time through? I know already I have already replayed levels to get all three of them. That would just annoy me to all hell if I could not revisit a level to get all three coins and would most likely frustrate me where I wouldn’t want to play the game.

“Oh, you better make sure you get ALL the coins in one shot or you are screwed for the rest of the game.” Sorry, that is just not fun for me.

Another option is they give you the choice to play the game that way. Whether to lock a level after completing it or keeping it open.
 
Drkirby said:
You could farm lifes to the max in SMW, it allows for 999 lives instead of just 99. I had over 200 when I finished the game :lol

lol
Couldn't believe this and just started by SMW copy and saw that I had 999 lives :D
 
Kaijima said:
Now on world 6; game's still fantastic through and through.

Though it does strike me that the one problem Nintendo may have with any 2D platformer is that they'll never equal SMB3 in /one/ way: the fact that after you beat a stage, it locks and you /cannot replay it/.

This prevents 1up farming and item farming; it makes the player use 1up loops the first time they're found as if they're a precious resource because they are.

The open world map nature of modern games does defeat this to a point. People would protest NSMB Wii if it expected you to start a new game, like an arcade game, to play through from the beginning to see a given course again. I suppose it's difficult to get around this design issue.
In 7-fortress1 of SMB3 you could just keep replaying the level to farm coins until you had 99 lives.
 
I didn’t die on the first Goomba, but I came pretty damn close. I died on the first Koopa.

What’s everyones most frustrating death so far? I would have to say mine is at the end of 1-1 on the spinning hill right before the flag. Was
carrying a Toad
and thought I had it. Thought I had made the jump over the Goomba and actually landed just to the right of him.
 
Great level design so far (world 3), but the save/checkpoint system is fucking broken (as far as I'm concerned at least) and it makes the game kinda frustrating for average players like me:(
I really don't see "Wii Fit/Mario Kart gamers" enjoying this game at all.
 
Mt Heart Attack said:
Great level design so far (world 3), but the save/checkpoint system is fucking broken (as far as I'm concerned at least) and it makes the game kinda frustrating for average players like me:(
I really don't see "Wii Fit/Mario Kart gamers" enjoying this game at all.

I believe if you do a suspend save, it will leave off from what you have completed.
 
Mt Heart Attack said:
Great level design so far (world 3), but the save/checkpoint system is fucking broken (as far as I'm concerned at least) and it makes the game kinda frustrating for average players like me:(
I really don't see "Wii Fit/Mario Kart gamers" enjoying this game at all.

Who is that in your avatar? Makes me want to punch someone.

If it's a picture of you then ignore this post.
 
Ranger X said:
No I mean,
will it brings up another Toad house or it's only for the first Toad you save? Because If I remember right, I saved one, the house appeared and then I saved another one but I only got lives at the flag.

.
I saved two toads so far, and both times opened up a toad house. but as soon as I grab the toad I hightail it to the end, so I dunno if that makes a difference. I also ended the first one with the time ending in six and the second one with the time ending in 3 and got six and three fireworks respectively. don't know if that has something to do with it or if you get fireworks no matter the time when you save a toad.

as for replaying levels, without the option of replaying a level, you wouldn't be able to find hidden exits.
 
Why would you do that? said:
I forgot to write thisin my previous post, but I loooove the credits.

A 1/2 hour ago, I beat the final boss again for a quick dose of lots of fun, and I noticed that, in the credits, everyone bobs their head to the music and dances to it. That's really amazing to me for some reason. :lol

You know on the end credits you can also
run around and break the letters for coins.
 
Rash said:
I just realized how simple yet awesome the title screen music is.

Can't get it out of my head. :D

Excellent, another one joins the title screen music fan club.
:D :D

Also, I don't get the folks that said Nintendo played it by the books, there have been some really cool and new levels... looking at you boat ride from hell in world 8... you know who you are.]
Or the lava avoidance level.

And of course the boss fight to world 7... I mean similar to the rest with an awesome twist... and the mid-boss fight to world 8 was also awesome, and the two battles in the airship so far... and well.. you get the idea....
 
Penguin said:
Excellent, another one joins the title screen music fan club.
:D :D

Also, I don't get the folks that said Nintendo played it by the books, there have been some really cool and new levels... looking at you boat ride from hell in world 8... you know who you are.

Or the lava avoidance level.

And of course the boss fight to world 7... I mean similar to the rest with an awesome twist... and the mid-boss fight to world 8 was also awesome, and the two battles in the airship so far... and well.. you get the idea....

You need spoiler tags.
 
Anyone know why they made the decision to go with 'floaty' momentum-y Mario? I am loving the game, but why not stick with more precise jumping? I'm really not a fan of Mario sliding 10 feet after every jump. Not sure what the momentum stuff does for the game, except make it feel less precise.
 
TheFreshPrince said:
Anyone know why they made the decision to go with 'floaty' momentum-y Mario? I am loving the game, but why not stick with more precise jumping? I'm really not a fan of Mario sliding 10 feet after every jump. Not sure what the momentum stuff does for the game, except make it feel less precise.

I really don't understand, Mario stops on the spot. If you run and leave the direction (let Mario stops by himself) you will even stop faster than in SMB3.
Also, Mario is more floaty during air time in Mario World, you can also draw something with your air movement there. lol

.
 
Both my friend and I died on the first Goomba in the first Coin Battle stage, which is
a recreation of Mario 1's 1-1
. Once we both died, we restarted it, and I died the same way. :lol Technically, I'm in the "died because of first Goomba" club!

GhostSeed said:
You know on the end credits you can also
run around and break the letters for coins.
I know. :D The second time around, I had to get ready to leave for school, so I just watched.
 
TheFreshPrince said:
Anyone know why they made the decision to go with 'floaty' momentum-y Mario? I am loving the game, but why not stick with more precise jumping? I'm really not a fan of Mario sliding 10 feet after every jump. Not sure what the momentum stuff does for the game, except make it feel less precise.
I don't know what you mean either. I -hated- how hard it was for me to control Mario in NSMB DS, and I felt like he was on ice and I was constantly trying to tap backwards and forwards to stop him from moving. In this game, I feel like he stops much more quickly. I often move too quickly and miss stuff, but that's because I'm running and not timing the acceleration and the jump properly, I assume. I don't know that I ever felt like I was sliding anywhere, aside from down hills after buttstomping.

And I mostly like the floaty air time since it might give me a chance to aim, as a person who's bad at all games.
 
My friends and I just finished Super Mario Bros Wii last night (about 4AM)

It was fantastic game and It have a lot of retro characters and feelings. I think it's actually worth 50 dollars (in my opinion, I think it's worth as 60-75 dollars.)

For people who mention die to first goomba, My friend would deffy join you for sure since he died right there when we started at Sunday Midnight.

P.S. They should bring Angry Sun >_<
 
Drkirby said:
Are you sure you need all the gold coins for it? I thought maybe the keys you got at the end of each castle would unlock a giant door at the end of world 8.

Well, when I beat the game,
I had all the star coins from World 1 collected and World 9 was opened, but I was only able to play the first level of World 9. There are 8 levels, so to unlock each level you have to find all the star coins for each respective world.

My high score in the credits in 197. The end battle was tense.
 
PopcornMegaphone said:
So do most players prefer single or multiplayer? I want to get this if the single player is good.
The single player is very good. Multiplayer is hilarious party fun, it sounds like, but I haven't had anyone to try it with yet myself.
 
I've seen some people say that the propeller hat is a weak flying powerup compared to SMB3's raccoon tail or SMW's cape. I think this is a bad comparison. The modern New Super Mario Bros. team seems against flying in general, to prevent people from skipping stuff by just going over it. The propeller hat is more of a jump with benefits; in the same class as Super Mario Land 2's bunny hat.
256px-Super_Mario_Land_2_box_art.jpg
 
Speaking of "died to 1st goomba". When i bought the game yesterday, there was an old couple trying to play the game that was on demo. I saw the man died on the 1st goomba without even trying to jump. He left the controller right after this saying "it's so complicated". :lol

Guess he rather play Wii Sports. ;(
 
Wife and I played together last night for about an hour. Really fun so far. But I haven't played a 2D Mario game in so long, even I'm not doing so well.
 
PopcornMegaphone said:
So do most players prefer single or multiplayer? I want to get this if the single player is good.

The game is made so it's an awesome single player experience. The first world is already trouncing NSMB DS imo.
The multiplayer is a + really and nothing else. I fear their marketing was focusing WAY TO MUCH on it. Most people think it's not a full fledged traditional Mario but IT IS.

.
 
PopcornMegaphone said:
So do most players prefer single or multiplayer? I want to get this if the single player is good.

It is two different beasts, and I honestly won't compare.
They are both great in their own way.
 
Penguin said:
It is two different beasts, and I honestly won't compare.
They are both great in their own way.
So true.

My review for Eurogamer.it is going online in a few minutes, i rated the game 9/10.
A huge surprise for me, since at E3 i did not feel it AT ALL.
 
So does anyone know what happens when you
finish world 9 and/or collect all star coins in World 9?
. I am going back and getting all the star coins I missed now though. Just wanna know what bonus there is for all the craziness.
 
DancingJesus said:
"The level design is prone to Mario-by-numbers retreads - genuinely inspired moments are outnumbered by familiar throwbacks. But let's face it, Nintendo's second-best is still better than anyone else's A-game, and you can hardly blame them for having perfected 2D platformers two decades ago. It's formulaic, but it's following a formula for sheer brilliance. "


This point is interesting. I can't think of another genre where no competitor in 20 years ever came close to a benchmark set.
 
marc^o^ said:
"The level design is prone to Mario-by-numbers retreads - genuinely inspired moments are outnumbered by familiar throwbacks. But let's face it, Nintendo's second-best is still better than anyone else's A-game, and you can hardly blame them for having perfected 2D platformers two decades ago. It's formulaic, but it's following a formula for sheer brilliance. "


This point is interesting. I can't think of another genre where no competitor in 20 years ever came close to a benchmark set.

it's pretty weird considering they actually think SMB3 is the best platformer ever made.
 
Why would you do that? said:
The way I see it...

In Mario 3, there are no alternate exits, each level is short and to be played only once, and the whole game is actually pretty quick, the way I see it.

What I did like about Mario 3's locking of the levels is that it encouraged you to go ahead and beat the game, as opposed to replaying levels and finding missed secrets.

One thing that I feel like was a missed opportunity in Mario Wii, now that I think about it, is its lack of a game-wide gimmick/mechanic... Similar to Mario World's Switch Palaces, which affected every stage, or even beating the Special World, which changed many of the enemies.

I feel the same way too. They had so many old and new mechanics in this game, that were only used a handful of times each. The "tilting" platforms, Yoshi, the switch palace block, ect. I only got a taste, when I wanted a whole mouthful. Satisfying, but not quite filling.
 
I'm pretty sure you could farm lives in SMB3 as well, as long as you didn't finish the level.
 
It's sometimes better just to be "satisfied" than to be "full." I mean, with the former, you're less likely to get fat or bloated.

Jocchan said:
I'm pretty sure you could farm lives in SMB3 as well, as long as you didn't finish the level.
Yeah. Pipe Goombas.
 
Hobbun said:
I believe if you do a suspend save, it will leave off from what you have completed.
Yeah I saw that option but you can use it only once i think. Still better than nothing.
Btw I got to world 4, no problem there, it's considerably easier than world 3 (which was a slippery nightmare*-*).


theluma said:
Who is that in your avatar? Makes me want to punch someone.

If it's a picture of you then ignore this post.

Warren Zevon.

Not a picture of me, I'm not that cool:D
 
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