What really sucks is that the shine goes away even if the damn thing just shows up, not just by you using it.Got mad at a level and used the You Suck Suit. Now my shine is gone
Such BS
What really sucks is that the shine goes away even if the damn thing just shows up, not just by you using it.Got mad at a level and used the You Suck Suit. Now my shine is gone
Well, those games are over 20 years old. SMW2:YI had long levels, just like NSMBW. At some point that became more standard.I still think that, while Nintendo may prefer shorter levels for handhelds, longer levels are a relatively recent development because SMB, SMB3, SMW, and others all had bite-size levels compared to NSMB Wii.
What really sucks is that the shine goes away even if the damn thing just shows up, not just by you using it.
Such BS
It happened to me.. had two shining stars, then had the block show up in one level but I ignored it, and the shine was gone when I went back to the file select screen.I don't think this is true. I've seen the suit a ton of times and never lost my shine.
It happened to me.. had two shining stars, then had the block show up in one level but I ignored it, and the shine was gone when I went back to the file select screen.
Btw I just played Yoshi's Island on my 3DSXL to check out the level length. Kinda want to play that instead now. Great juxtaposition to NSMB2 which is a perfect example of risk-averse Nintendo.
Putting the slider halfway gives near the same depth as full 3D and the blurring is barely there if you want to try that
I guess the gaming community at large is far more concerned about aesthetics than great gameplay/level design.
It happened to me.. had two shining stars, then had the block show up in one level but I ignored it, and the shine was gone when I went back to the file select screen.
Putting the slider halfway gives near the same depth as full 3D and the blurring is barely there if you want to try that
-This game is a lot harder than NSMB or NSMBW, though no one will ever notice because you earn an average of 7 lives per stage
Of my 900 deaths in NSMBW, I'm fairly positive all of them were caused by griefing in multi. I routinely die trying for star coins/extra coins in this one (haven't seen the super guide yet, so that makes this a tad easier than SM3DL.
Totally don't understand the negative leaning reviews, although I guess the gaming community at large is far more concerned about aesthetics than great gameplay/level design.
Just to be equally patronizing: I guess some of us just have higher standards when it comes to gaming.Totally don't understand the negative leaning reviews, although I guess the gaming community at large is far more concerned about aesthetics than great gameplay/level design.
Just to be equally patronizing: I guess some of us just have higher standards when it comes to gaming.
Think of it this way.
1990-1995 -- SMB3, SMW and Yoshi's Island
2006-2012 -- NSMB, NSMBW, NSMB2
The 90-95 trio are all very, very different from one another in all respects. They truly offer unique experiences.
06-12... not so much. It's nice that the level design is still very good, but it's also fairly easy and predictable. The mechanics in NSMB2 are virtually identical to the previous two games and the new power-ups really aren't all that novel. The variety of levels follow basically the same old template; not just visually and aurally ("aesthetics"), but also in terms of gameplay. I do like that the levels are a bit more vertical, though. And yes, aesthetically, there are too few new properties.
I'm glad some of you are able to shrug aside these things and celebrate a new Mario platformer as any other, but I'm surprised that you can't at least understand why many of us are disappointed.
Umm, SMW2 *is* a Mario game. You're excluding it precisely because it's such a departure -- but it's still a Mario game, and a brilliant novel (prequel) one at that! So it should be included when comparing to modern day.Not that I don't have some agreement but the way you present it is flawed:
Your 90-95 trio is not only an arbitrary date grouping but contains a non-Mario game. There were basically 6 2D Marios prior to NSMB. SMB, SMB:LL, SMB3, and SMW. There was also Mario Land 1 and 2 on Gameboy. I think if you really wanted a comparison it makes most sense to choose SMB1-3 (specifically since we're talking about the first 3 NSMB games) rather than windowing on a particular ones. And that argument would mostly be on the strength of 3 (since 1 and 2 reused almost all assets) which while immense doesn't really demonstrate much.
Also another way to look at it is times have changed, as has the franchise and these comparisons are going to be weighted to the early franchise because they ignore those changes. The expanded Mario series has also seen NSMB Wii, SMG 2 and SM3DL in a span of less than 3 years. Essentially it's gained so much variety it's being split into sub-series (and really sub-sub-series since handheld NSMB is actually different than console NSMB).
I'm not sure what you mean. You can save after every level in NSMB2, right from the start.
Just to be equally patronizing: I guess some of us just have higher standards when it comes to gaming.
Think of it this way.
1990-1995 -- SMB3, SMW and Yoshi's Island
2006-2012 -- NSMB, NSMBW, NSMB2
The 90-95 trio are all very, very different from one another in all respects. They truly offer unique experiences.
06-12... not so much. It's nice that the level design is still very good, but it's also fairly easy and predictable. The mechanics in NSMB2 are virtually identical to the previous two games and the new power-ups really aren't all that novel. The variety of levels follow basically the same old template; not just visually and aurally ("aesthetics"), but also in terms of gameplay. I do like that the levels are a bit more vertical, though. And yes, aesthetically, there are too few new properties.
I'm glad some of you are able to shrug aside these things and celebrate a new Mario platformer as any other, but I'm surprised that you can't at least understand why many of us are disappointed.
3D Mario didn't exist during the era you cite. Things are different now.
Instead of NSMB, NSMB Wii, NSMB 2, it's actually:
NSMB, Mario Galaxy, NSMB Wii, Mario Galaxy 2, Mario 3D Land, NSMB 2 - a little more variety there.
Some people can't seem to accept that NSMB is its own sub series. It is not the be-all, end all of Mario, or indicative of the nature of the franchise today. In addition to the fact that Nintendo only makes one NSMB entry per platform, and other Mario entries on the same platform are different.
Umm, SMW2 *is* a Mario game. You're excluding it precisely because it's such a departure -- but it's still a Mario game, and a brilliant novel (prequel) one at that! So it should be included when comparing to modern day.
Again, for anyone who's confused, SUPER MARIO WORLD 2: YOSHI'S ISLAND (aka SUPER MARIO: YOSSY ISLAND) is unequivocally a 2D Mario game where you play as a baby Mario riding Yoshi. And yeah, you can collect some shit if you want, but it's a Miyamoto 2D Mario adventure game through and through.
if this is great gameplay, i'll eat my hat
Again, for anyone who's confused, SUPER MARIO WORLD 2: YOSHI'S ISLAND (aka SUPER MARIO: YOSSY ISLAND) is unequivocally a 2D Mario game where you play as a baby Mario riding Yoshi.
Umm, SMW2 *is* a Mario game. You're excluding it precisely because it's such a departure -- but it's still a Mario game, and a brilliant novel (prequel) one at that! So it should be included when comparing to modern day.
Again, for anyone who's confused, SUPER MARIO WORLD 2: YOSHI'S ISLAND (aka SUPER MARIO: YOSSY ISLAND) is unequivocally a 2D Mario game where you play as a baby Mario riding Yoshi. And yeah, you can collect some shit if you want, but it's a Miyamoto 2D Mario adventure game through and through.
I'm not really that invested in whether Yoshi's Island is a "Mario game" or not, but I've always felt they tacked on the "Super Mario World 2" title so it would get more attention, and the game was never really envisioned that way.
But I could be wrong. I don't suppose anyone has ever asked Shiggy directly?
All these ads.
What really sucks is that the shine goes away even if the damn thing just shows up, not just by you using it.
Such BS
Music is inofensive, could have stood some new melodies, but the actual arrangements are higher quality than NSMB Wii.
Even though more new power-ups would've been nice. I'm fine with NSMB2's powerups. I'd rather have a small amount of balanced, practical and fun powerups rather than a bunch of powerups that are novel and have limited function outside a few levels. Shell Mario, Spring Mario, Boo Mario, Mega Mario, Ice Mario(in NSMBW), etc. all while fun to use for a level or two have no real functions outside that level and some also tend to be annoying to use. I guess it's just my tastes as SMW is my favorite game but I'm okay with the main powerup trinity of Raccoon, Fire and Mini as powerups with some bonus, rare powerups being Star, Midas and White Raccoon. Only annoying thing is the rarity of Mini Mushrooms and the Mega Mushroom should've just been eliminated from the game.Remixing can only get you so far, though.
Mini Mario, Mega Mario, Shell Mario, Penguin Suit, and Propeller Mario were at least sort of new when they were introduced. Gold Mario is a bigger ripoff than the Ice Flower (irrelevant with the Penguin Suit), and we've had Raccoon Mario several times already.
The haymaker of NSMB2, however, is none other than the Gold Flower; its super-charged fireballs obliterate enemies as well as brick obstacles, turning practically everything in their path into cold, hard cash. And it stands as merely one of the ways in which the quest to be a gold coin millionaire subtly, skillfully shifts the classic Super Mario Bros. experience. Golden Rings similar to their Exclamation Switch counterparts that reveal bonus coin challenges can be activated for a timed coin grab that both turns enemies gold and ups their loot drop value. Similarly, special baddies like Lakitu and Cheep-Cheep leave valuable coin trails in their wake while in gold form. The classic throwback multi-coin bricks can now be worn as masks that launch additional coins as you run and fall, and even the ubiquitous pipes can produce a veritable deluge of gold.
Though I initially laughed off this gimmickry, its exactly the thing that managed to truly change the way I play a Super Mario title. For decades I have been a straight through player. I pick a path and I go, with my sole motivation being to save the trapped Princess and wrap up the story. Generally I follow the most direct course, while occasionally I put in the work to uncover the more exotic routes. But always, always my gameplay is purely goal-oriented.
Yet in NSMB2 I found myself falling in love with this shifting paradigm, this new gold-oriented play style. After all these years of seeing coins as mere set-dressing, baubles to be collected whenever they were convenient, this game bestowed upon them a new importance. As I charged forward in my mission, I would detour to snag more coins. Id explore areas I wouldve otherwise ignored for the promise that additional money would pop into existence if I just stepped in the right place. I would lose lives to gain cash. Moreover, as a gamer who seldom replays, I found myself going back even after Bowser and his brood had been defeated and Princess Peach safely returned simply to slake my growing avarice.
Ideally in another game they'll try more powerups but I found NSMB2 to be the best in terms of powerups available of the NSMB series. NSMBW was okay with the Fire, Penguin and Propeller but I like Raccoon/Tanooki over the propeller powerup and the Penguin/Ice flower's abilities should've just been combined.
Can anyone tell me what you get for earning 1 million coins? I've been lurking and googling but I can't find the answer. Isnt it a gold Mario trophy or something?