Would you say the difficulty is closer to SMB3, SMW, or NSMBDS? Is it the same basic Mario action, or has it been made more puzzley (hitting switches and such, a la LBP) or taken in some other direction? What is the world map like? Similar to NSMB DS, or did you not see it? Do you know if you lose any progress when you get Game Over? If you played a castle level, was the princess there, or was she in another one? Used any new power-ups? If so, thoughts? Did you win any of the multiplayer levels? What is the End Level screen like, pretty Four Swords-ish? Next time you get to play it, can I come?
I shall be ignoring that little green block, but then hopefully, I won't see it.
"There will be a special icon awarded on the title screen to any player who beats New Super Mario Bros. Wii without revealing a single Super Guide block." Perfect!!!
I shall be ignoring that little green block, but then hopefully, I won't see it.
Heard about that. only hope that the next console won't have games that can play themselves for you.
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Yes, that's the same build I think I played yesterday.
Like I said, the water level rocks.
Why is the water level so great? You'd think that a water level would be dreaded and stuff...
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I should also mention that I do have video footage of people playing the game, which should give you all a good idea of the difficulty levels - I'll post it up once I've got it on youtube.
Why is the water level so great? You'd think that a water level would be dreaded and stuff...
It's just a lot more fun than water levels in the past. Again, when there's 4 people taking on the level it seems to click - the more action-heavy nature of the level makes it a bit more fun than the more strategic-type water levels we're used to in Mario games.
By lose progress, I mean, will you have to replay some levels if you get game over? In NSMB DS and previous 2D Mario's, there are only certain levels you can save after (or in SMB3's case, no saving, but there was the fortress / deadlock mechanic).
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
You don't need to tell me what I already know: The penguin is cute. But what does it control like? What does it do?
Did they show you multiplayer for Spirit Tracks or mention it?
By lose progress, I mean, will you have to replay some levels if you get game over? In NSMB DS and previous 2D Mario's, there are only certain levels you can save after (or in SMB3's case, no saving, but there was the fortress / deadlock mechanic).
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
EDIT: Video footage, awesome! You're the m-- elf.
I read in IGN's hands on preview that you can save at any time. Not sure how I feel about that.
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By lose progress, I mean, will you have to replay some levels if you get game over? In NSMB DS and previous 2D Mario's, there are only certain levels you can save after (or in SMB3's case, no saving, but there was the fortress / deadlock mechanic).
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
You don't need to tell me what I already know: The penguin is cute. But what does it control like? What does it do?
Did they show you multiplayer for Spirit Tracks or mention it?
EDIT: Video footage, awesome! You're the m-- elf.
Not a word about multiplayer in Spirit Tracks - I didn't know it existed.
The penguin is a neat suit for sliding around and shooting stuff - everything about the game controls well, there's a bit of slide, but it takes literally a second of practice to feel completely in control.
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
That I didn't experience, I see nearly enough of the one-player game to get a feel for how difficult the save points were. The video that odnetnin posted clears it up.
OH! There is one downer I should mention. To do the upward spin jump - allowing you to jump higher, you need to shake the Wiimote like a madman. It works, but for me it was definately a sore point amongst the otherwise beautiful control system.
By lose progress, I mean, will you have to replay some levels if you get game over? In NSMB DS and previous 2D Mario's, there are only certain levels you can save after (or in SMB3's case, no saving, but there was the fortress / deadlock mechanic).
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
You don't need to tell me what I already know: The penguin is cute. But what does it control like? What does it do?
Did they show you multiplayer for Spirit Tracks or mention it?
EDIT: Video footage, awesome! You're the m-- elf.
I wonder what it controls like too. And is the underwater level like that from Super Mario World or Donkey Kong Country combined?
By lose progress, I mean, will you have to replay some levels if you get game over? In NSMB DS and previous 2D Mario's, there are only certain levels you can save after (or in SMB3's case, no saving, but there was the fortress / deadlock mechanic).
In NSMB, for instance, you can save after forts and castles only. Game-over in between these levels, and you'll have to replay all of those levels again.
You don't need to tell me what I already know: The penguin is cute. But what does it control like? What does it do?
Did they show you multiplayer for Spirit Tracks or mention it?
EDIT: Video footage, awesome! You're the m-- elf.
I wonder what it controls like too. And is the underwater level like that from Super Mario World or Donkey Kong Country combined?
The underwater levels control just like they have in previous Mario games.
So yes, there is quite a lot of movement resistance in those levels, but it's not difficult.
My impression of this game: It looks fantastic. I have got to get this game for Christmas.
The only reason why people bash it is because of the lack of online and that's pure bull****. Not every games has to have online, especially not non-user created platformers like this one. Think how poorly the Wi-Fi would function.
Well, that is really not the only reason people are skeptical. The other reasons (and I'm not saying I agree or completely agree with all of these, but just stating what has been said):
1) Supposed lack of difficulty 2) Level design supposedly not good for single-player 3) Lack of an original fourth character (apparently there aren't enough Mushroom Kingdom characters to choose from, so they needed to use two Toads)
When I started writing the list, there were going to be four points, but I forgot the fourth. Whoops.
Anyway, the first two are legitimate concerns, though I intend to play it primarily as a multiplayer game anyway, so I'm unphased. And as for the second Toad, it does seem like a goofy choice, but Luigi is basically a pallet swap, too, so it's appropriate in a way, I think, even if the second toad doesn't have a unique personality like Luigi does because this is based on the old Mario games when Luigi did not actually have a unique personality yet, either.
My impression of this game: It looks fantastic. I have got to get this game for Christmas.
The only reason why people bash it is because of the lack of online and that's pure bull****. Not every games has to have online, especially not non-user created platformers like this one. Think how poorly the Wi-Fi would function.
It still would have worked great. I think Miyamoto said that some levels require two players, and not everyone has someone available when they want to play. They could just jump online and do the level that way.
The Game.
Is it after 9PM EST? You should probably ignore the above post.
My impression of this game: It looks fantastic. I have got to get this game for Christmas.
The only reason why people bash it is because of the lack of online and that's pure bull****. Not every games has to have online, especially not non-user created platformers like this one. Think how poorly the Wi-Fi would function.
It still would have worked great. I think Miyamoto said that some levels require two players, and not everyone has someone available when they want to play. They could just jump online and do the level that way.
When'd (brand-spanking-new conjunction alert) he say that?
My impression of this game: It looks fantastic. I have got to get this game for Christmas.
The only reason why people bash it is because of the lack of online and that's pure bull****. Not every games has to have online, especially not non-user created platformers like this one. Think how poorly the Wi-Fi would function.
It still would have worked great. I think Miyamoto said that some levels require two players, and not everyone has someone available when they want to play. They could just jump online and do the level that way.
When'd (brand-spanking-new conjunction alert) he say that?
I don't know if it was him or but I know it was said. I'm not sure when.
The Game.
Is it after 9PM EST? You should probably ignore the above post.
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