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New New Super Mario Bros 2 trailer

Things I liked from the trailers:

-Green blocks
-Rotating platforms (watch at 3:57)
-Golden koopas, I've always liked following them after I throw them, now I get coins and have to balance that against other sources of coins and time, since the time left also turns into coins
-Underwater bouncing giant rocks
-Bullet bills and banzai bills are getting more love. Crossing my fingers for homing bills

They can make great levels using those mechanics, I hope they deliver. On an unrelated note, I just realized how huge of a number is one million
 
Looks alright.

I know I didn't think much of 3D Land when watching the pre-release videos, and I was really impressed with the game when I got to play it for myself. One of my favourite Mario games, in fact.
 
I love how there are even more wahs and bahs in the music this time, just to annoy us even more. One song is literally made up of them haha xD
 
What sucks about many of these trailers is that they almost always show stuff from the first few levels, most of which is braindead easy and overly familiar by design. The same thing happened to 3D Land, where all the excellent levels weren't even hinted at before release.
 
What sucks about many of these trailers is that they almost always show stuff from the first few levels, most of which is braindead easy and overly familiar by design. The same thing happened to 3D Land, where all the excellent levels weren't even hinted at before release.

I'd rather they keep the more interesting stages under wraps so i'm not tempted to peek, with DKCR they had trailers going right up to World 8, I bailed out on viewing them long before the trailers reached that point and i'm glad I did.
 
Things I liked from the trailers:

-Green blocks
-Rotating platforms (watch at 3:57)
-Golden koopas, I've always liked following them after I throw them, now I get coins and have to balance that against other sources of coins and time, since the time left also turns into coins
-Underwater bouncing giant rocks
-Bullet bills and banzai bills are getting more love. Crossing my fingers for homing bills

They can make great levels using those mechanics, I hope they deliver. On an unrelated note, I just realized how huge of a number is one million

You forgot the gamechanger that will have the largest impact on level design in this game:
mountains.png


SMW mountains are obviously the most important addition so far.
 
Watching again, the desert and snow levels have to be the blandest level types in the NSMB series.

I wish they'd change things up a bit. Or a LOT.

Thank God the Wii U game seems to be a massive step in the right direction.
 
See, I get how NSMB games would be more interesting with less safe and familiar environments and concepts. But that doesn't negate that this looks fun, and I'll probably buy it. A fun, solid 2D platformer is not something I avoid.
 
The last minute of that overview trailer looks more like it. I hate how scrunched in this looks due to the low 3DS resolution though. It's why I think NSMBU looks so great in HD.
 
It still looks really boring. I don't want to collect coins.
After seeing that trailer I had no interest in picking up the game. The 3DS version just looks so boring and uninspired.

Will be buying this over the inferior Wii U version
Lol wut? The Wii U version looks really good.

This helps ease some of my worries. I see some great things going on. I think the fact that all media and advertising Nintendo has released is "Look there are so many Coins!!!!!" and that's about it.

The level with the Koopalings floating in the background looks like it will be good

Hated the mini mushroom, wish they didn't bring it back.
I actually really liked the mini-mushroom it was pretty fun. The Mega Mushroom on the other hand is/was awful
 
Mini mushroom is awesome. It creates an amazing feeling of risk/reward, and completely changes how you play through the levels.

This is the first I'm hearing of people not liking it. The only thing about it that bugs me is how they constantly throw in mini pipes and passages that you need to be mini to access, while omitting the mushroom from those levels. The rigmarole of dealing with those sections becomes a chore quickly.
 
The DS game had faster, tighter controls than the Wii version, which made me overall like it better. I'll be a pessimist and assume they went with the slower, more floaty controls for both this and the WiiU game. I really can't tell from the videos.
 
I think I realized why the coin collection gimmick bugs me so much. It's because it seriously makes me think that Nintendo is truly scraping the bottom of the barrel of ideas to try to keep things fresh for the Mario franchise. What's the next one gonna have? Pipes everywhere? Seems like every iteration they are going to take on aspect of mario and stretch a game out of it. Like 3D Land and the tanooki suit (though I liked that game), this one with coins, etc...
 
Like 3D Land and the tanooki suit (though I liked that game), this one with coins, etc...
I actually enjoyed 3D Land a lot, while it was simple I was always more fond of the 3D Mario games. 3D Land was a nice way of implementing 2D Mario elements into the 3D gameplay. I consider it an experiment of things to possibly come.
 
I never understood why preorder a game that has no bonuses or isn't going to be rare.

if i know i want it, i preorder it w/ free shipping on amazon.

then it comes in the mail (sometimes day 1) without me ever having to think about it again until its on my doorstep.

simple as that.
 
The annoying thing about the mini mushroom was when you can use them in a level, but the level doesn't provide one, and if you died, you had to go back to a different level to just become mini. Very common video game trope, but still an annoyance all the same.
 
looks shitty. why am i collecting coins? i hate collecting things.
I was kind of confused about that at first myself, but it recently just really clicked for me. The answer to that is to give a point to collecting coins and the score counter, something that's really never been the case in SMB games until now--in other words, it gives a whole new reason for replaying levels other than just the initial playthough (and following ones to get any Star Coins you missed) and simply speed-running: an actual score-attack system; competing against both yourself and your friends to try and get as many coins in a level as possible. It's really an extremely simple and obvious idea for a Mario game, but it nonetheless hadn't been done until now.

The problem seems to be that people are focused on the idea of "how will these coins help me to beat the game" or "how will all these coins affect the difficulty" and getting stumped because the prevalence of the coins really have little to do with either of those concepts, but rather is entirely focused on the idea of adding a new kind of replayability to SMB levels that should have been there since the beginning, but hasn't been. Even stuff like the StreetPass/Coin Rush/DLC for this game seems to be entirely seemed around that concept of score-attacking levels and using that concept to compete against your friends not just in terms of time, but in score as well, in a SMB game, which really hasn't really had that exact kind of competitive aspect to it until now.

3D Land seemed to take the first step into this idea by showing you if your friends have better times for you on levels, encouraging you to try and improve your own time in those stages, and NSMB2 seems to just be taking that concept further here by instead of just focusing on time, adding an active score-attack component to all levels to increase replayability and that kind of competition between friends even further.

Whether the coins really have anything to actually do with the main game itself is unclear, though it will probably be nothing of too much significance (at most, they'd probably just end up unlocking a new set of worlds, ala 3D Land), but that doesn't really seem to matter much either way as their significance won't be due to their effect on simply blasting through the stages yourself anyway, but the competitive aspect they add to replaying through levels alongside your friends and figuring out what the actual best method to playing through each level to get as many coins out of it possible is (like, for instance, figuring out at what point in a level dropping a Golden Koopa Shell would get you the most coins--where you find it, or perhaps trying to hold onto it a bit and dropping it at a latter point in the sage, and then going through that same kind of thought process not only for the rest of the level, but for every other stage in the game).

Of course, score attack naturally isn't everyone's thing, and that's cool, as this appears to mostly just be something that's added on top of the 2D platforming that the NSMB games already offer. For those that don't enjoy that type of thing, they're probably be able to just ignore it and play through the levels like normal, and maybe try doing stuff like a few speed-runs of levels and such if they feel in the mood, like as normal in the SMB games. The coins just seem to be an additional aspect on top of what the NSMB already offer, to just try and further the audience of the games, and appeal to people who are interested in that score-attack component as well as the existing audience of the games, and it seems like a method of doing so that actually could be kind of fun and interesting, due to stuff like that Koopa Shell example I gave, and so I'm looking forward to giving it a try. And even if it doesn't work out that well, there's still another NSMB gave right underneath that anyway, so doesn't seem there's actually too much to lose just by giving it a spin, so it seems at least worth a try to me right now.
 
Liking how the coins are feeding into the speedrun nature of the game, hopefully there will be new paths tells and such design wise using the coins. Can't come soon enough.
 
Gonna pass this one I think unless it has some challenge and really good level design. Also why does a friggin Mario trailer have such shitty music? Compare it to something like Galaxy :(.
 
I'm more hyped for this one than the Wii U one. NSMBU looks nicer visually (well, duh), but I like the idea that the coin attack idea will give a new spin to the normal Mario game play. NSMBU doesn't have a new feature as interesting as that, though the block placing has potential.

Our Response: "Free roam Mario! OMFG in HD! EPICS""

I want nothing to do with anyone who clamours for free roaming Mario. Obstacle course Mario is best.
 
yeah, the score attack angle might make this the most appealing mario platformer to me. i think nintendo's definitely on to something with it. they tried (and failed) to make challenging post-game content in the recent mario's. they aren't going to develop a mario title like the lost levels ever again. with this, they can have a reasonable difficulty curve for the main game and the challenge and replayability can come from score attacking. easy way out, but it appeals to me more than one extra world of rage-inducing stages

and the mega mushroom needs to go. if i wanted to hold right on the d-pad and jump once every 45 seconds, i'd play a dimps sonic game. there's no reason for it to exist other than shear novelty
 
Looks like the Wii version, which is awesome. My brain's gonna go crazy not being able to physically collect every coin I see at once.
 
They still haven't shown or suggested all the meta aspects - like what collecting all 120 (?) special coins unlocks, or what the million coin goal is really for, if anything.

For instance, will this one have a 'world 9'? What if a million coins is required to unlock that?

God forbid
what if it has a full set of special worlds, ala Mario 3D Land.

Ah well. In spite of the negativity surrounding it, there were still new level themes in these new videos. Quality platforming is quality platforming; it's kind of amusing that people don't complain about 2D Mega Man games being iterations.

Comparing this to the original DS NSMB, this seems more like a Japanese Mario 2 situation.

People have been calling for Mega Man's platforming retirement for a long time--it wasn't until MM&B and the end of the Zero and ZX series that the "general gaming populace" was like "hey, classic Mega Man! This is AWESOME!" with Mega Man 9; had it been another time, reviewers and the like would have been all "ffs another Mega Man game" just like the X series PSX heyday. Most Mega Man fans will probably admit that platforming Mega Man got stale on a conceptual level. I personally think the only platforming MM to keep itself fresh was Zero (most of the time), but then again it only get 4 entries.

That aside, the sound/music for this game seems pretty ass though the devs seems to be getting a little more creative with environments and stage design. It's just not enough for me to care though--I'm not buying this. This game/series needs a major difficulty hike too--it's TOO EASY. If it were more difficult and had better music, I could look past how otherwise stale this entry is. Plus I never liked the enemies hopping around in tune to the music, it was annoying, like am I supposed to dance with and hug the Goombas?
 
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