The game has yet another typo.
This is from the back of the Action Guide:
"Note: Co-op Play requires two Nintendo 3DS systems and two game cards and two game cards (each sold separately).
The game was obviously rushed.
I'll have 1,000 lives by the end of world 4.
I just want someone to say that the 1000 lives thing is bullshit. I mean, come on!
There was one good thing about NSMB DS.
I did like this music: http://www.youtube.com/watch?v=MrAa-_SlRCY
Did it get dropped in NSMBWii and this game? I can't remember hearing it in either.
I rarely die and I'm quite good at 2d platformers. I've cleared all the levels and have 90% of all the star coins. And I'm not even at 400 lives, which *is* a ton to begin with.
I just want someone to say that the 1000 lives thing is bullshit. I mean, come on!
I don't know, I'm pretty much of the opinion that the "lives thing" in general is bullshit. I just see Nintendo as having two options in their Mario game design these days. Remove lives altogether, or dole out lives like jelly beans.
Choosing the latter is a bit of a farce, but it does tickle that nostalgic "feel-good" bone to collect 1Ups. That's probably why they're still around.
I rarely die and I'm quite good at 2d platformers. I've cleared all the levels and have 90% of all the star coins. And I'm not even at 400 lives, which *is* a ton to begin with.
Anyone playing with the circle pad? I'm using the dpad right now (recently finish the first ds NSMB), but the 3DS XL dpad is still a cramp for me compared to the DSiXL.
For a while I've felt they need to use lives like Mario Galaxy does.
You don't keep your huge stock of lives when quiting the game session. You always start out with 5 lives. Lives become more of a dynamic resources, to stock up on during one run and increase tension.
In NSMB Wii, don't forget, lives are rather important in multiplayer due to how fast the clusterfuck of players can burn through lives trying to clear a course. So there's a place for them, but they should be tweaked.
Right, lives in (single player) NSMB and in Mario 3D Land serve more as a marker of how well you're doing; if you get to a hard level in 3D Land for instance, you can drain 40 lives before you know it (like in a timed special world), and seeing the counter dip way down does provide tension.
Anyone playing with the circle pad? I'm using the dpad right now (recently finish the first ds NSMB), but the 3DS XL dpad is still a cramp for me compared to the DSiXL.
I don't get the d-pad complaints. Feels comfortable to me. Holding Y is cramping the shit out of my right thumb, though.
Nah. Lives really serve no purpose other than to inconvenience and punish you arbitrarily for having a difficult time on a specific part of a level. If I'm having trouble on a specific series of jumps in a level, what good is it to send me back to redo several levels that I didn't have trouble with after a completely arbitrary number of attempts? Lives are a completely outdated concept that only make sense if you're putting quarters in a slot for each one. They don't make the game more difficult. Nintendo can't completely get rid of lives because 1UPs are nostalgic, so instead they throw them at you like candy.
However, although I think the superguide is a great idea for allowing Nintendo games to be difficult without alienating the casuals, I don't like having to reset my game if I die enough to make the superguide block appear (gotta have those shiny stars!). Of course I've only had to do that like once, but still.
I don't get the d-pad complaints. Feels comfortable to me. Holding Y is cramping the shit out of my right thumb, though.
I rarely die and I'm quite good at 2d platformers. I've cleared all the levels and have 90% of all the star coins. And I'm not even at 400 lives, which *is* a ton to begin with.
I just want someone to say that the 1000 lives thing is bullshit. I mean, come on!
Plenty of games still use lives or an equivalent, like shmups, score attack games, etc. A game is a system of rules and conditions - all games are built around arbitrary punishment in that regard. Why not let the batter in baseball take an infinite number of swings to try and hit the ball before he's struck out? One could argue that the modern 'weaksauce' checkpoint mentality of mini-restarts everywhere without an real threat of failing the game is just a degeneration of action game design, for a counterpoint.
I think lives worked out a lot better in DKCR due to how hard the game was, and its co-op burning through lives quickly if the team was sloppy. It's not about the lives themselves making a game difficult, it's about a resource that can be depleted adding tension and pushing the player to perform better.
Having said that, it might be amusing to see 1Ups used in a new way, such as a currency to spend on stuff, that gets depleted continually if you suck at the game. Every time you die, you lose a 1Up.
The concept of "lives" is outdated. Back in the NES days, they were used to prolong relatively short games. Could you imagine how easy SMB would be with hundreds of lives?
Even if they limited the amount of lives to, say, a maximum of 10... what exactly would the penalty be? Game overs nowadays send you back to the beginning of the stage you died on. Once again, imagine the original SMB if they didn't send you to the beginning of the game every time you got a game over.
While I personally wouldn't be opposed to bringing back the punishing ways of the NES era, I'm sure a hell of a lot more people would be. At this point, they should just abolish the lives system entirely. It's basically nonexistent at this point anyways.
Anyone playing with the circle pad? I'm using the dpad right now (recently finish the first ds NSMB), but the 3DS XL dpad is still a cramp for me compared to the DSiXL.
Circle pad. D-pad is in no position to be used ever.
In my opinion this is a change for the better. It may not be as hardcore but I don't think Mario games truly need that kind of unforgiving goals.Unless there is some other restriction, it appears that you can "always" regain the "shine stars" on your save file just by beating a level without losing 5 lives.
While I agree that having hundreds of lives and tons of save points makes the concept of a "Game Over" screen pointless, I think a better solution might be to simply give the player 5 lives per stage. When the lives run out, Nintendo's "Hint Box of Shame" kicks in and the player can continue. Or, when the player passes the stage, the lives reset to 5. That way an anachronism is replaced by something that adds some tension - since better players don't want to see that hint box.While I personally wouldn't be opposed to bringing back the punishing ways of the NES era, I'm sure a hell of a lot more people would be. At this point, they should just abolish the lives system entirely. It's basically nonexistent at this point anyways.
GAF lied to me! This game is actually pretty good.
Finished the basic game (i.e. "beat the boss") in about 2 hours 40 minutes... now to unlock extra worlds, find all the coins, etc..
I'm still a bit mixed on what I think of the game -- it's good, but I have this weird feeling that it's just lacking in ways. For that matter, I think the game would appear far more unique if they had just given it new music.
Stars note: Much like in the other NSMB games, you get stars on your save file for completing various objectives (starting with beating the game). The star(s) will shine/shimmer/sparkle if you've NEVER had a White Super Leaf block appear.
If a White Super Leaf block appears in a level (lose 5 lives trying to beat it), the stars will NOT sparkle. However, they changed something -- if you beat the level after the assist block appears, and then replay and finish the level without the block appearing again[/i], the save file sparkles will shine again.
Unless there is some other restriction, it appears that you can "always" regain the "shine stars" on your save file just by beating a level without losing 5 lives.
Yikes. Don't take it so personally. Some people just like the added consequence with it being even more important to stay alive. DKCR, for example, had a very good balance.I don't get why people are complaining about lives.
"Oh no, they give me too many and now I don't ever get a game over!"
or
"Oh they give so many lives it is pointless. That somehow ruins the whole game for me despite having no impact whatsoever."
It just feels wrong to use analog for a 2d Mario.
Also, my biggest complaint regarding level variety? It's not like the series is lacking on unique settings. I would love to see a Sunshine inspired level, or a Galaxy stage with gravity play. Why has Nintendo not tried to do anything with that for the 2D games?
God, I hate the stupid golden raccoon suit nonsense.
Nothing makes me feel worse than the game basically saying "wow dude, you suck ass."
Yikes. Don't take it so personally. Some people just like the added consequence with it being even more important to stay alive. DKCR, for example, had a very good balance.
Also I really like the gold block powerup. so satisfying and entertaining to try and speed around getting tons of coins
Oh and the music sucks. Some decent tunes, some way too familiar tunes, and some 'bah bah' remixes that literally make me want to shut the game off.
Lol, the music is terrible. Apart from abusive use of synthesized voices, there is probably not a single new track in the entire game.
I have 2 questions
How do you access the 2 worlds that are down on the screen?
The mushroom that makes you huge....how common is it? So far Ive only had it once and right now Im on the world 6....
Because I still enjoy them.If you want a challenge then why are you playing modern mario games?