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The Official New Super Mario Bros. Wii Thread

Ranger X said:
It's the real way to do it imo.
Grabbing the coins in the first playthrough makes you enjoy the levels through and through. I don't want to do it at a second playthrough with the feeling of nouveauté gone.
Agreed wholeheartedly. It's definitely much more fun to try to get all the star coins on the first go, though there's no issue with missing some and having to go back.

That way the game goes by more slowly and, yes, you can really just enjoy the level design that much more. Speeding through everything isn't the ideal approach, in my opinion, except maybe in multiplayer if you're trying to make things really fast-paced and hectic.
 
bryehn said:
Completely tacked on shaking and tilting, yes. Could be mapped to an analog or shoulder button without detracting from the game one bit.

-----

That Boss thing looks ideal for me, but the back seems as though it may be awkward to hold.

You're forgetting the tilt platforms and the lights on that one boat level. :lol
 
bmf said:
My dad died on October 30th. Last weekend my brother and I played through the game. Things felt normal again, at least for a little while. I think it's one of the few things that I've liked about 2009. This year sucked.

Sorry about your loss. This year has been filled with loss and illness for my family, and my marriage is on the rocks at the moment. Picking the game up was the only thing I found I looked forward to any time soon, since the next few months are likely to be very sad and painful. The time I spent with the game last night was really special and took me back to happy moments spent with Super Mario Bros 3 and Super Mario World in the 90s.
 
GregLombardi said:
Tacked on motion complaints are dumb IMHO. They are not tacked on, they add to the game IMHO.
I think the tilt platforms are stupid, and I would rather tilt them with L/R on a CC/GCN pad than by tilting the remote.

But this is an extremely minor complaint that I wouldn't even feel the need to voice if someone else hadn't raised the subject first. I can deal.

EDIT: Actually, my biggest gripe with this is that by preventing the use of GCN controllers, I'm limited to only 2 players on my console. I only have 2 remotes.
 
Rash said:
Agreed wholeheartedly. It's definitely much more fun to try to get all the star coins on the first go, though there's no issue with missing some and having to go back.

That way the game goes by more slowly and, yes, you can really just enjoy the level design that much more. Speeding through everything isn't the ideal approach, in my opinion, except maybe in multiplayer if you're trying to make things really fast-paced and hectic.

ehh..I disagree. I'd rather play through each level once, and grab as much as I can. Then after finishing, go back and rediscover stages I had forgotten about while trying to get the last coins to unlock...

EDIT: Wow this thread is getting depressing.
 
Sixfortyfive said:
I think the tilt platforms are stupid, and I would rather tilt them with L/R on a CC/GCN pad than by tilting the remote.

I don't personally like those all that much either, but I'll say this much - my family loves them. It makes them laugh when they want to run left and actually tilt the controller left without intending to (just naturally), then have to make the mental correction to compensate for the tilt.
 
Sixfortyfive said:
I think the tilt platforms are stupid, and I would rather tilt them with L/R on a CC/GCN pad than by tilting the remote.

But this is an extremely minor complaint that I wouldn't even feel the need to voice if someone else hadn't raised the subject first. I can deal.

I hate when developers forcefully 'tact on' motion controls, but I think this is an instant where it works. It adds more of a challenge to both tilt your control, and walk up the platform. It's not terribly difficult, but I like it. They SHOULD have added Classic Controller option though, just to make everyone STFU.
 
Motion controls in the wii version of Twilight Princess are tacked on.
Motion controls in NSMBWii is a design choice for the game, they aren't tacked on.

in both cases I think they add to the respective games.
 
The only instance of Motion control should just be for Mario to jump further. It kinda already happens with this game, but I wanted it to be like when you used to play on the NES and jerk the controller to the right in a futile attempt to make Mario's jump a little longer.
 
AniHawk said:
The only instance of Motion control should just be for Mario to jump further. It kinda already happens with this game, but I wanted it to be like when you used to play on the NES and jerk the controller to the right in a futile attempt to make Mario's jump a little longer.
I loved that about Mario Kart Wii, it actually worked!

at times.
 
AniHawk said:
The only instance of Motion control should just be for Mario to jump further. It kinda already happens with this game, but I wanted it to be like when you used to play on the NES and jerk the controller to the right in a futile attempt to make Mario's jump a little longer.
I never did this, and I always thought that people who did were retarded, even at age 5.

I did, however, take a long time to get used to the idea of pressing the A button to jump instead of the d-pad. Pressing right makes him go right, so pressing up should make him go up, dammit!
 
Sixfortyfive said:
I did, however, take a long time to get used to the idea of pressing the A button to jump instead of the d-pad. Pressing right makes him go right, so pressing up should make him go up, dammit!

Yeah, I think that makes us even.
 
Ranger X said:
GAFers' nostalgia will never agree to this I'm 100% sure.

.
i gotta admit that i have not been following this thread or most reviews, so i have no idea what i'm getting myself into by saying something like that. but i feel pretty strongly about it already and i'm nowhere near done with the game. the level design is just bloody brilliant. holy fuck is this game fun. HOLY FUCK!

it might even be better than that other mario game on wii. the one with the planets and stuff... :O
 
Ranger X said:
GAFers' nostalgia will never agree to this I'm 100% sure.

.

I agree with him on the level design, so yeah, I'm tempted to agree with the entire proposal...




... but I can't. SMB3 has talons in my heart.
 
Holy shit... just heard from a friend of mine that during the Dutch show "Goede tijden, Slechte Tijden" (A Dutch soap opera) Mario, Luigi and two Toads ran across the screen holding a sign saying "Play against eachother, New Super Mario Bros Wii available 20 November". :lol

Nintendo is going all out.
 
Those who think the difficulty isn't high enough in single-player (fucking masochists) should definitely try two-player. My wife and I played together for hours the other night and because she is the weaker player I would always let her go first. For serious timing sections, it meant that my window to make a move was really cut down, because I would have to wait for her to go and then immediately go myself before the window closed. It added a whole new dimension of difficulty.

Anyway, great fucking game. Just as clever and whimsical as most every game isn't these days. And I really don't get the music complaints. I love the underwater music especially — so mellow.
 
jarosh said:
i gotta admit that i have not been following this thread or most reviews, so i have no idea what i'm getting myself into by saying something like that. but i feel pretty strongly about it already and i'm nowhere near done with the game. the level design is just bloody brilliant. holy fuck is this game fun. HOLY FUCK!

it might even be better than that other mario game on wii. the one with the planets and stuff... :O
Oh

NO

You

Didn'ttttttttttttttttttttttttt


Oddly enough I have been wrestling with thoughts that, thus far, this game might be a 9.6 to Super Mario Galaxy's 9.5. I simply couldn't understand the thoughts I was having but I"m glad to see that someone else has had them...., I too am only through world 3.5 or so.
 
I think SMG's level design was restricted in many ways. As insane as it gets, it's still pretty simple for a lot of the early parts. NSMB Wii gets challenging before the end of the first world. It also doesn't hurt that you can easily go from level to level.
 
I Push Fat Kids said:
Hard game is hard.

Getting all the coins in co-op completely changes things. This game is such a fucking triumph of design.

Getting coins in co-op is so cool. There were two we got yesterday that involved throwing the other person or jumping off their head and I was glad to see it worked.
 
AniHawk said:
It also doesn't hurt that you can easily go from level to level.
This is the one and only reason I don't replay SMG that much. Having to navigate a hub world every time I want to do a quick run through of a handful of levels is such a drag.

AniHawk said:
Getting coins in co-op is so cool. There were two we got yesterday that involved throwing the other person or jumping off their head and I was glad to see it worked.
We did this at every opportunity. There would be all sorts of moving ledges or traps that we're supposed to navigate in order to reach a coin up in the sky, but more often than not we'd just go "Fuck it. Get over here and let's totem pole this."

Solo play is going to be a pretty different experience.
 
Sixfortyfive said:
This is the one and only reason I don't replay SMG that much. Having to navigate a hub world every time I want to do a quick run through of a handful of levels is such a drag.

It pisses me off too, because there's this giant map in the middle of the hubworld but you can't just autogo to one level from there. It's just a map.
 
Grr...I'm trying to resist this game but you guys are making it extremely difficult. I've never been that good at the older ones so my hype has been at a minimum. But this sounds amazing.
 
I hope to see some great 2-player speed run/super skill videos from players. Such a shame that they didn't include the ability to save replays — really my only big gripe about the game. The replay code is already in the game, why not just make it so we can save ours and trade them around or, in a perfect world, upload them to a central hub where people could watch and rate them? Seems like the kind of thing that would get so-called core gamers more interested.
 
AniHawk said:
It pisses me off too, because there's this giant map in the middle of the hubworld but you can't just autogo to one level from there. It's just a map.
I have to 100% agree. That damn hub should have been removed. I REALLY hope its gone for 2.
 
schuelma said:
Grr...I'm trying to resist this game but you guys are making it extremely difficult. I've never been that good at the older ones so my hype has been at a minimum. But this sounds amazing.

Well the best Mario game better sound amazing.
 
schuelma said:
Grr...I'm trying to resist this game but you guys are making it extremely difficult. I've never been that good at the older ones so my hype has been at a minimum. But this sounds amazing.

Just buy it, damn you.
 
AniHawk said:
It pisses me off too, because there's this giant map in the middle of the hubworld but you can't just autogo to one level from there. It's just a map.

BUT, Super Mario Galaxy needed some imperfections so Nintendo can make us believe the game was made by humans.

.
 
Vinci said:
Just buy it, damn you.


I'll probably pick this and Darkside Chronicles in the weeks ahead. Both games are Wife Co-Op approved.
 
Due to financial reasons I'm going to have to wait a couple weeks to get this. The wait has been killing me so I decided to download the VC version of SMB3. This has been my first time playing the NES version and I'm surprised by how nice it looks despite being an NES game. You can really tell this is pushing the limits of the system and there seems to be quite a bit of slowdown late in the game. Still the game is as great as ever though I'm confused as to why Mario's wearing red and black as opposed to the usual red and blue. Anyway I hope NSMBW can top this game so I can put a new 2D Mario game at the top of my list.
 
AniHawk said:
I think SMG's level design was restricted in many ways. As insane as it gets, it's still pretty simple for a lot of the early parts. NSMB Wii gets challenging before the end of the first world. It also doesn't hurt that you can easily go from level to level.
yeah, i'm inclined to say that there is more brilliance here, in nsmb wii's level design than in galaxy's. galaxy had these really amazing chopped up chunks of gameplay, these short bursts, short sections of crazy creativity. but nsmb wii does something else... it has these long stretches of cohesive, brilliant and inventive obstacle courses sprinkled with little gimmicks that never interrupt the flow or the smoothness of the gameplay; they all seem to come from this same source of never ending brilliance: it's just a stream of clever ideas, but subtle enough so that they never get in the way, like an obvious GIMMICK that makes you stop and NOTICE it. everything just falls into place. nsmb wii feels like such an amazingly coherent and rich platforming adventure, despite the familiar setting.
 
schuelma said:
I'll probably pick this and Darkside Chronicles in the weeks ahead. Both games are Wife Co-Op approved.

Do it at Toys R Us this week and you'll get $20 off one of the games, as well as a $10 gift card.
 
AniHawk said:
Getting coins in co-op is so cool. There were two we got yesterday that involved throwing the other person or jumping off their head and I was glad to see it worked.


It completely changes the approach. I've been playing with my girlfriend who is much worse at the game than I but it's genuinely fun to figure how to utilize her in getting the coins, particularly when it sacrifices one of us :lol


I like it when there are coins suspended over a pit and neither person can get it and back up without dying. However, by entering the exit tube at the right time you can both pick up the coin and not lose a life. So awesome. There's probably easier ways to do it but it's very satisfying :D
 
jarosh said:
yeah, i'm inclined to say that there is more brilliance here, in nsmb wii's level design than in galaxy's. galaxy had these really amazing chopped up chunks of gameplay, these short bursts, short sections of crazy creativity. but nsmb wii does something else... it has these long stretches of cohesive, brilliant and inventive obstacle courses sprinkled with little gimmicks that never interrupt the flow or the smoothness of the gameplay; they all seem to come from this same source of never ending brilliance: it's just a stream of clever ideas, but subtle enough so that they never get in the way, like an obvious GIMMICK that makes you stop and NOTICE it. everything just falls into place. nsmb wii feels like such an amazingly coherent and rich platforming adventure, despite the familiar setting.

And the thing is, that's just the game as a single player experience. It is that new and that crazy for just one person to play through it, to get every coin and clear every obstacle. Co-op makes it into a completely different beast. And that's not counting the two competitive modes.
 
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