Wii

Super Mario Galaxy 2 to Feature Super Guide

by Andy Goergen - March 15, 2010, 12:26 pm PDT
Total comments: 12 Source: CVG

The world's most helpful green block makes its return in the latest Mario adventure.

Recently on an episode of Game Trailers TV, Nintendo's Bill Trinen said that Super Mario Galaxy 2 will feature Super Guide, the help system that was used in New Super Mario Bros. Wii. The system revolves around a computerized avatar taking control of the player and finishing a particularly tough level on their behalf.

Trinen did not specify if the system would work in a similar fashion in Super Mario Galaxy 2, stating, "This time around they're looking at trying to find a way to take advantage of it, maybe improve on, maybe something a little different than what was done in New Super Mario Bros. Wii. But I think it's something that you can look forward to."

In New Super Mario Bros. Wii, the Super Guide would not activate until a player died eight times on a given level. On the next attempt, a green block would appear at the start, and if the player hit the green block, Luigi would appear on-screen and play through the level until the player chose to take control again.

Special thanks to ThomasO from the forums for the news tip!

Talkback

This is no big surprise. It's odd that Bill is so coy about the feature, considering the game is probably all but finished by now. It'll certainly be interesting to see how the feature works in 3D and a much more open game. I never used Super Guide in NSMBWii, but I should try it out of curiosity.

I wonder what the status actually is.  I was surprised at how unfinished the build at the media summit was given its upcoming launch date.  I think there's a reason they didn't allow footage and it didn't show up at GDC.

GoldenPhoenixMarch 15, 2010

Quote from: MegaByte

I wonder what the status actually is.  I was surprised at how unfinished the build at the media summit was given its upcoming launch date.  I think there's a reason they didn't allow footage and it didn't show up at GDC.

Are you suggesting that it may be delayed?

Ian SaneMarch 15, 2010

I wonder how the target market reacted to the Super Guide.  I've never encountered anyone online who actually used it beyond curiousity.  But that isn't the target demo.  Gamers posting on forums aren't the sort of people that would use a Super Guide.

I guess I'm arguing that if the Super Guide is going to add extra development time to the game, I would hope it's actually proving to be useful for its intended audience.

I'm very curious as to how they're going to incorporate such a feature into a more non-linear design like Zelda.

steveyMarch 15, 2010

Boycott.

They're wasting value time, money, and resource to make a win button AI that could be spent on other things that the other 99% of the gaming population would use and enjoy; like making the game good for starters.

NWR_pap64Pedro Hernandez, Contributing WriterMarch 15, 2010

Quote from: stevey

Boycott.

They're wasting value time, money, and resource to make a win button AI that could be spent on other things that the other 99% of the gaming population would use and enjoy; like making the game good for starters.

Did you play NSMB Wii? The "help" feature wasn't intrusive at all, and unless you were a gamer that reads the news you wouldn't know about it until you died more than seven times on a level. And while the game is challenging it isn't impossible that you will die more than seven times. The game even asks you if you want to complete the level FOR YOURSELF once the AI completes it, so the decision of leaving the AI do the work for you IS UP TO YOU.

NSMB Wii was an achievement in level design and gameplay, featuring some of the best Mario levels yet and completely surpasses the DS version in every possible manner. So no, the fact that the help feature was in the game didn't hinder AT ALL its brilliance. So before you boycott anything it pays to investigate what you are boycotting, or else you'll end up looking like a fool with no cause to rebel against.

Luigi DudeMarch 15, 2010

Quote from: Ian

I'm very curious as to how they're going to incorporate such a feature into a more non-linear design like Zelda.

Actually even Miyamoto himself mentioned how Zelda Wii might not have a Super Guide for this reason.  I forget his exact words but the basic summary was that for a game like NSMBW it's easy to do but for a much larger game like Zelda, it could get trickier trying to implement it in the same way.

Ian SaneMarch 15, 2010

Maybe with Zelda they just make it do the bare minimum, so it doesn't go looking for extra heart pieces beyond the ones you get after a boss, and it only does sidequests when it is absolutely necessary to proceed with the game.  So in OoT for example I don't believe you truly need Epona until you head to Gerudo Valley so until the game absolutely requires you to go there, the Super Guide doesn't get Epona for you.  If you really needed to you could probably plan out a very linear path for beating a Zelda game using only the essential tools required to complete the game.  Or make the Super Guide works entirely on a dugeon-by-dungeon basis.  Those are typically the hardest parts.  What sort of jackass gets stuck roaming the overworld?

BlackNMild2k1March 15, 2010

For overworld exploration, your fairy could just guide the way to the next place you need to go to move your quest along. Super-Guide (like you said) could just work in the dungeon and challenging areas.

Mop it upMarch 16, 2010

I'm not surprised at all that the feature is in this game. I don't think it would be very difficult to create as the structure of Galaxy is still pretty linear, though if there are still hidden stars like in the first game then I wonder if it would find them for you?

For Zelda, wasn't it revealed through some patent that it would have demonstration videos available at all times?

greybrickNathan Mustafa, Staff AlumnusMarch 16, 2010

Quote from: stevey

Boycott.

They're wasting value time, money, and resource to make a win button AI that could be spent on other things that the other 99% of the gaming population would use and enjoy; like making the game good for starters.

I hope you aren't being serious and are just trying to get a rise out of people.

Mario Galaxy was a very "core" game, and Nintendo would like to make it sell more. If more people purchase because they can now actually have fun via the use of the SuperGuide, then your next sequel can be bigger and better.

The feature shouldn't even impose on your gaming unless you continually die, in which case I would imagine you would be grateful for the Superguide. I never saw the thing in NSMB Wii, and I was happy with how the game turned out.

Luigi DudeMarch 16, 2010

Even though I'm pretty sure stevey is just joking with his rant, I'm going to post this anyway.

http://us.wii.com/iwata_asks/nsmb/vol3_page4.jsp

Quote:

Iwata:  Changing topics, I'd like to ask about the  Super Guide. How did you come up with the idea for that?

Asuke:  Lots of people had said that New Super Mario Bros. for Nintendo DS was easy...

Iwata:  It seems that not a few people who are skilled at video games thought it lacked something.

Asuke:  But on the other hand, people who aren't so great at video games said, for example, that no matter what they did, they couldn't get past the World 3 boss, so they gave up and stopped playing.

Iwata: So even though we made New Super Mario Bros. for Nintendo DS to be a game that could be enjoyed also by people who hadn't played games much recently or who were playing one for the first time ever, there were still some who couldn't play all the way to the end.

Asuke: That's right. If you ask those types of people what they do about those courses that they can't clear, they say they have someone who's good at video games do it for them. For example, they have their child play, watch and think, "Oh, so that's how you do it!" and then themselves pick up from there.

When there's a difficult course, we wanted to provide images of how to clear it, and for people who just want to move on, we wanted to clear it for them, so we decided to include the Super Guide.

Iwata: In other words, for people who don't have a good player at hand to clear a course for them, the game will do it for them.

This is why every single person who considers themselves a gamer should love the Super Guide and hope it appears in every single Nintendo game from now on.  The Super Guide is what allowed NSMBW to be a much more challenging game then the DS NSMB.  Since the team didn't have to worry about trying to make the game playable to the lowest skill level like the DS version, they were able to make a harder game that was more rewarding for most players.  But since the Super Guide was there, they didn't have to worry about the game turning away the lower leveled players since they now had a way to get past any area's they were having trouble with.

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