Wii

North America

New Super Mario Bros. Wii

by Michael Cole - November 18, 2009, 11:36 pm PST
Total comments: 67

9.5

Nintendo fans, old and new, can all unite behind this fantastic entry in the Mario series.

New Super Mario Bros. for Nintendo DS was a huge success for Nintendo. On the surface, New Super Mario Bros. Wii is much like its predecessor: a 2D Mario game that plays out like a "best hits" album. But the familiar veneer belies a far more robust and innovative design. In every important way, NSMB Wii is a brand new Mario game well worth your time.

That's not to say it reinvents the series—far from it. The classic Mario mechanics are back, from running and jumping to fire flowers and Yoshi. Mario and his friends are notably sticky, allowing for heroic aerobatics with rotating platforms and wall jumps. The nostalgia factor is in full force as well. Long-time fans will shout out with glee as they encounter almost-forgotten baddies and subtle head-nods to prior games in the level designs and soundtrack (Remember Fire Chomp?).

But NSMB Wii is Nintendo EAD's first 2D Mario console game since Yoshi's Island for the Super Nintendo, and its efforts to harness the technology are readily apparent. Most obviously, NSMB Wii features four-player co-op and can handle far more on-screen action than the SNES ever could. But much like The Legend of Zelda: Four Swords Adventures on GameCube, NSMB Wii uses the extra horsepower in clever ways that directly affect gameplay. For example, one extremely dark level leverages dynamic lighting, enticing players to discover their surroundings using Mario and enemies' fireballs. In another, players can freeze underwater baddies (using the ice flower) so that they float upward in blocks of ice.

Most importantly, NSMB Wii sticks to the fundamental rule of all good Mario games: focused level design. As I explained in my review of Super Mario Bros 3 for Game Boy Advance over half a decade ago, the NES classic remains distinctive to this day because almost every level presents a unique challenge or twist. Whether large or small, this nugget of personality makes each level memorable and worth revisiting. NSMB Wii carries on this tradition far better than the DS entry, introducing new gameplay variants and baddies from start to finish and never lingering on a single idea. The one arguable exception are the fortresses and castle designs, but the varied and clever Koopaling boss battles help address this—even if they are somewhat easy.

The brand new multiplayer gameplay is a triumph. A second player introduces an element of unpredictability that runs counter to Mario's empowering skill-set. In a single-player Mario game, it's the player's job to remain in control of the environment; attempting to do so in NSMB Wii's co-op is futile. Players will stumble over each other, swipe items, scroll the screen forward, and generally engage in horseplay. Much like in Super Smash Bros., the action can become profoundly chaotic with four players, and unintentional interference can result in some catastrophically hilarious failures and colorful banter. The result is a multiplayer experience that plays very much like a single-player Mario game, but simultaneously feels new and different. One nice touch is the ability to add and drop players from the map screen without having to exit—perfect for passersby at parties. The multiplayer experience is further bolstered by Coin Battle mode, in which players can quarrel through any of the main game's levels in addition to a handful of extra stages, competing for the most coins.

What makes New Super Mario Bros. Wii's robust multiplayer even more impressive is that it hasn't upset the game's difficulty. This Mario game isn't afraid to put veterans through Bullet Bill Hell. Gamers aiming for 100 percent will have to exploit Mario's arsenal of power-ups to find secret areas and nab star coins, and even those who simply want to clear each level will be expected to pull off some advanced moves. The game remains difficult in multiplayer, but for a different reason: death itself is no longer a great inconvenience (players with remaining lives respawn in bubbles as long as someone is alive), but coordinating amongst friends is often its own challenge. Players looking for some tips can purchase demo videos with star coins they collect, and struggling players can defer to the Super Guide, but discovering secrets and tricks alone is far more satisfying.

The game does have its shortcomings. There is no online play—although the feature's omission is perfectly understandable after the similarly busy Super Smash Bros. Brawl's failed attempt. The graphical style is crisp and less plastic-y than on the DS, but still unimaginative, as is the use of a second Toad character for Player 4. Allowing you retain Yoshi instead of sequestering him to specific stages would have been nice, and the game could have used a greater emphasis on secret exits and map exploration. Also, the game bafflingly allows the team to commit suicide in co-op by accidentally pushing the A button to idle in a bubble.

But the complaints above amount to nitpicks. This is New Super Mario Bros., not Super Mario World, and on its own terms New Super Mario Bros. Wii holds its own. As both a platformer and a party game, for both casual and enthusiast gamers, Nintendo's latest Mario game delivers in spades.

Score

Graphics Sound Control Gameplay Lastability Final
8 7 9 10 10 9.5
Graphics
8

The visuals are decidedly conservative but aesthetically pleasing, sticking very close to the DS game. That said, the greater attention to enemy and environmental details provides the Wii game with more personality, and even when things get busy the game animates smoothly.

Sound
7

There are plenty of enjoyable callbacks, but the new compositions aren't horribly memorable and the New Super Mario Bros. theme is catchy but highly overused. Nintendo wisely tempered its use of voice samples in favor of old-school sound effects.

Control
9

Controlling Mario and his friends is a breeze, and aside from shaking the remote while in a bubble, the motion controls are tactful and intuitive. The brief pause that occurs whenever someone nabs a power-up or gets hurt may annoy some, and the lack of Classic controller support is disappointing.

Gameplay
10

This game is all smiles. Its levels build upon familiar motifs without feeling like rehashes, and the game's difficulty and multiplayer are superbly balanced. The streamlined selection of quality power-ups rounds out the package.

Lastability
10

NSMB Wii's interesting levels are worth exploring several times over both alone and with friends. Everyone plays Mario a little differently, and whether you are a die-hard Nintendo fan, a lapsed gamer, a newbie, or somewhere in-between, you will most likely appreciate this game and find that it remains as fresh as your friends and their zany antics.

Final
9.5

New Super Mario Bros. Wii champions 2D gaming. Its elegant and familiar design makes it instantly approachable, while its distinctive multiplayer appeal makes it worthwhile for even the most seasoned of gamers. I cannot recommend New Super Mario Bros. Wii highly enough.

Summary

Pros
  • Enjoyably difficult
  • Fantastic both alone and with friends
  • Multiplayer, secrets, and star coins notably extend the game's life
  • Varied level designs, power-ups, and bosses
Cons
  • Repetitive soundtrack
  • Underwhelming map designs and recycled world themes
  • Well-worn graphical style
Review Page 2: Conclusion

Talkback

AVNovember 19, 2009

Quote:

The one arguable exception are the fortresses and castle designs, but the varied and clever Koopaling boss battles help address thiseven if they are somewhat easy.   

I'm really enjoying the castle levels.

Really good review I pretty much agree with everything. I'm not a fan of shaking the wiimote to pick up items or people.

Ian SaneNovember 19, 2009

Quote:

I'm not a fan of shaking the wiimote to pick up items or people.

Agreed.  Waggle is the only thing so far that I can say it outright BAD with this game.  I've had Mario drop items or goof up jumps because I couldn't hold the controller still enough.

GoldenPhoenixNovember 19, 2009

Quote from: Ian

Quote:

I'm not a fan of shaking the wiimote to pick up items or people.

Agreed.  Waggle is the only thing so far that I can say it outright BAD with this game.  I've had Mario drop items or goof up jumps because I couldn't hold the controller still enough.

Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin. On the flip side the motion controls for moving platforms was quite unique and challenging working quite well IMO.

thatguyNovember 19, 2009

There's only a few times I've performed undesired spin jumps, and a major bulk has been when I've set the controller down or repositioned my body, how I was sitting, while playing.  The rest have been from trying to grab something where I was too far away from said thing.  I don't think I've made a mistake as far as spin-jumping or that little air-spin goes that was a result of using it on accident.  I could be wrong, but it hasn't been a major factor.

Personally, I like the addition of motion-controls in the game, and see it as a new addition that adds to the gameplay.

Quote from: GoldenPhoenix

Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin.

Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

GoldenPhoenixNovember 19, 2009

Quote from: MegaByte

Quote from: GoldenPhoenix

Picking up items is fine with me but I agree that the waggle for spin moves and such is obnoxious and caused me to die unnecessarily several times or wasn't precisely right and a move didn't activate like the helicopter spin.

Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

Didn't encounter much problem with picking stuff up lol.

SheckyNovember 19, 2009

Quote from: MegaByte

Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

Only have gone through the first two levels, but I also do dislike how I have two different ways of picking up items... just holding 1 and then holding 1 and shaking??  Just takes a little to understand what's possible too.  For example I once couldn't pick up a frozen flowers (due to clearance I guess) and died as a result, no biggie but still.

I don't know if the spin jump has the same effect as it did in super mario world... where you could tap jump off spiny objects.  I've not run into many such enemies yet.  If it does then I'd probably have a complaint where I would have liked to have the spin jump as a separate button for comfort reasons.

vuduNovember 19, 2009

The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

thatguyNovember 19, 2009

Quote from: Shecky

Quote from: MegaByte

Actually, I thought the shake for spin was okay, but it was a pain for picking up objects, especially since you had to hold another button to do it anyway.

Only have gone through the first two levels, but I also do dislike how I have two different ways of picking up items... just holding 1 and then holding 1 and shaking??  Just takes a little to understand what's possible too.  For example I once couldn't pick up a frozen flowers (due to clearance I guess) and died as a result, no biggie but still.

I don't know if the spin jump has the same effect as it did in super mario world... where you could tap jump off spiny objects.  I've not run into many such enemies yet.  If it does then I'd probably have a complaint where I would have liked to have the spin jump as a separate button for comfort reasons.

Spin Jump is a little less useful than it was in Super Mario World.  The major time I've used it was the checkered-tiled boxes that you spring off of:  When you spin jump onto one, you automatically do a high jump.

In fact, I believe that's the main difference between a spin-jump and the normal type: You do a high bounce off of an enemy or object you bounce on.  It also can do more "damage" to some things, but I'm not sure of what, though.

PeachylalaNovember 19, 2009

The only time the game forced you to use waggle is with the Spin Cap, but like the cape and super leaf from World/3, it's not needed to finish the game. Only when you need it to find those pain in the ass star coins.

ZapNovember 19, 2009

" Cons:
-Repetitive soundtrack
-Well-worn graphical style
-Underwhelming map designs and recycled world themes"

This is a real shame. This stuff used to be a sparkling innovation in each Mario entry.

I still hope for a Mario game with Wario Land Shake It art direction.

I second that. Wario Land: Shake It is a really beautiful game.

I'm loving this game. Tonight I'm going to get some experience in multiplayer mayhem!

D_AverageNovember 19, 2009

Well written review!  Hopefully I get my hands on it this weekend.

AVNovember 20, 2009

Quote:

Con
-Well-worn graphical style

i wish Nintendo made the game look like this:

http://fc03.deviantart.com/fs38/f/2008/362/a/d/Mario_World_by_Orioto.jpg

or

http://fc09.deviantart.com/fs32/f/2008/233/a/e/Milky_Sky_by_Orioto.jpg


but Nintendo is lazy with art style in mario games. I guess they don't want to try to top Yoshi Island.

Ian SaneNovember 20, 2009

Quote:

The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

Mop it upNovember 20, 2009

I don't have a problem with accidentally using the spin move or with it not registering, but maybe that's because I use the Wiimote + Nunchuk controls?

And hey, where are all of the complaints about no online? How can you give this game such a high score when it is lacking a feature which would be poorly implemented because the Wii can't handle it? You gave Super Mario Sunshine an 8.0 and it doesn't have online play so you can't give this game a higher score!

...Okay, so that wasn't funny. But somebody was going to make a comment about online so I thought I'd get it out of the way.

kraken613November 20, 2009

The game is great. But I just could seem to get that into it for some reason. I was kinda slightly disappointed overall... Don't know the specific reason but I just was.

I'm afraid the spin move is going to hurt my ability to play older Mario games that don't give you that extra bit of error control.  To me, it almost felt Smash Bros.-esque and became part of the natural move set.

D_AverageNovember 20, 2009

I think the shaking is a real turn off. It doesn't belong in our 2D worlds.

vuduNovember 20, 2009

Quote from: Ian

Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

See my previous post.

Quote from: vudu

The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

NinGurl69 *hugglesNovember 20, 2009

Quote from: vudu

Quote from: Ian

Why even have the shake then except to force motion control down our throats?  Every other Mario game mapped the pick-up and run functions to the same button.  So why in NSMB Wii do they have to make it that same button PLUS waggle?

See my previous post.

Quote from: vudu

The game forces you to both shake the remote and hold a button to pick up items/Toads so you don't accidentally pick up one of your teammates in co-op.  Get used to it--it's not hard.

You're assuming... teammates...

SkiDragonNovember 20, 2009

"Underwhelming map designs"

Is this referring to the "overworld(s)", or the levels, or what?

IMO, they should have used B for pick-up.

SteleNovember 20, 2009

Quote from: TheYoungerPlumber

Also, the game bafflingly allows the team to commit suicide in co-op by accidentally pushing the A button to idle in a bubble.

This happened last night while my wife and I were playing.  It's one of the few controller-throw-inducing-rage moments I have had with the game.  >:(

Single player, I'm loving most of the game, as much as I enjoyed the DS version at least.  I searched around, found a warp cannon on my own, and am working through world 8 already.  Mostly so I can unlock the "save anywhere" feature, which I also thought was a stupid unlock on the DS.  Then I'll probably go back and get every coin, just as I did on the DS.

The new motion platforms and twisting mechanics are spectacularly done.  It's a little bit of the old "rub your belly and pat your head" challenge, where I really have to focus on the right angle and timing my jumps.  One castle, I think world 7, has you riding a crane-like platform, while bob-ombs rain down from both left and right.  It was an intense challenge, and very rewarding when I finished it.  8)

Overall a great game.  But once again, the Wiimote seems to leave something to be desired.  Seems like just another button or two (spinjump, maybe separate hold/run) would make the controls perfect.  But I guess they did the best they could with what they have.

Ian SaneNovember 20, 2009

Quote:

See my previous post.

I was responding to your previous post.  They made it both so that you don't accidentally pick up your teammate.  But that would only be a problem because of the waggle because of accidental remote shakes.  Unless you're implying that people would accidentally pick up their teammate with the 1 button as well.

It's like they said "hey let's make you have to waggle to pick up an item!" and then they tested it and realized that people were accidentally picking stuff up and throwing it all over the place so they put in the button press, but didn't realize that they were essentially going back to the old classic Mario control scheme only with additional unnecessary waggle.  The whole thing reaks of trying to make sure motion control is used in some way instead of just making the ideal controls for the game.

KDR_11kNovember 20, 2009

Ian, it's more like they tried it with just the 1 button at first but most people hold that down the whole time to keep running and picking a player up just by bumping into him while running would suck.

Quote from: Mr.

Quote:

Con
-Well-worn graphical style

i wish Nintendo made the game look like this:

http://fc03.deviantart.com/fs38/f/2008/362/a/d/Mario_World_by_Orioto.jpg

or

http://fc09.deviantart.com/fs32/f/2008/233/a/e/Milky_Sky_by_Orioto.jpg


but Nintendo is lazy with art style in mario games. I guess they don't want to try to top Yoshi Island.

Brown!

vuduNovember 20, 2009

Quote from: Ian

Unless you're implying that people would accidentally pick up their teammate with the 1 button as well.

That's exactly what I was saying.  You'd hit thdown on accidents.e 1 button to start to run but you'd accidentally grab a nearby teammate.  Forcing you to both hit the 1 button and shake the remote reduces the likelihood of frustrating mistakes.

NinGurl69 *hugglesNovember 20, 2009

INEPT PEOPLE, YOU PLAYED MARIO 20 YEARS AGO, YOU SHOULDN'T BE ACCIDENTALLY HITTING WEIRD BUTTONS BY MISTAKE.

"OH DRATS, I ACCIDENTALLY HIT SELECT, CAUSING TEAM SUICIDE.  WOE IS THIS IDIOT."

SteleNovember 20, 2009

Then they should have just implemented the shake for picking up teammates only.

I can pick up a turtle shell with just a button, but a frozen turtle I have to pick up with a button and a shake.  What the hell kind of sense does that make?  ???


Anyway, beat the game.  Final boss fight was brilliant.  Actually died enough to see the super guide thing, but I was gaining a 1-up every time so I was never in danger of losing.  Now to hunt down star coins and actually be able to save after ever stage.  :rolleyes: Yay!

PeachylalaNovember 20, 2009

Quote from: NinGurl69

INEPT PEOPLE, YOU PLAYED MARIO 20 YEARS AGO, YOU SHOULDN'T BE ACCIDENTALLY HITTING WEIRD BUTTONS BY MISTAKE.

"OH DRATS, I ACCIDENTALLY HIT SELECT, CAUSING TEAM SUICIDE.  WOE IS THIS IDIOT."

This message has been brought to you by the Pro Message System. Please take note of this, media outlets who gave this game a 7.

Ian SaneNovember 20, 2009

Quote:

That's exactly what I was saying.  You'd hit thdown on accidents.e 1 button to start to run but you'd accidentally grab a nearby teammate.  Forcing you to both hit the 1 button and shake the remote reduces the likelihood of frustrating mistakes.

Seems like overkill.  Many co-op games are arranged in such a way that one can accidentally inflict harm on your teammate.  When playing beat-em-ups with my brother inevitably someone will accidentally punch the other guy.  In first person shooters you can accidentally shoot your teammate.  Jump to high in Contra and you kill your partner (something NSMB also has).  But these games don't add unnecessary safety mechanisms to the controls.

The whole thing seems along the lines of friend codes.  Nintendo assumes the general public is far more helpless than they truly are.  Hell the whole Wii concept is based on the assumption that people are too fucking stupid to use a videogame controller which I will refute until the day I die.  Anyone who can figure out a bank machine or a microwave or an automoblie or a fucking telephone can figure out a videogame controller.

And the irony or ironies is that in Nintendo's attempt to make controls less confusing they implemented a method of picking up items that is MORE complicated than any other Mario game.

thatguyNovember 20, 2009

You're comparing a simple shake of the controller, which helps give you more control over the game in a simple manner to the over-complication of Nintendo's online system?

It's pretty simple:  Anything you can jump on, walk on, or bounce off of without taking damage requires you to shake the Wii Remote in order to grab.  Anything you can't can simply be picked up with the one button.

What does that mean?  Frozen enemies become platforms you can use without having to worry about losing the platform.  The same goes with barrels, and with other players.

I like it, because it does prevent problems faced in the other games with the blocks you could pick up, and it's a simple mechanic, from my experience.

Edit:  What's so incredible is that the implementation was so seamless that most people didn't even make that connection that have complained about it.  At least, I've never seen it mentioned.  They just take it for granted, which goes to show that it works better than we've realized.

Mop it upNovember 20, 2009

How much of the music is recycled from the DS game, and how much of it is a new composition? It's been a while since I played the DS one so I don't remember all of the music.

Killer_Man_JaroTom Malina, Associate Editor (Europe)November 21, 2009

Quote from: Mop_it_up

How much of the music is recycled from the DS game, and how much of it is a new composition? It's been a while since I played the DS one so I don't remember all of the music.

I've only at the castle level of world 3, so what I say isn't the full picture, but from the sounds of things:
The Overworld, Athletic and Fortress themes are taken from the DS game (and I guess you could include the famous Underground tune, which has really been taken from practically every Mario game), though 'recycled' is a spotty term. None of the arrangements in the Wii version are the same as before; it's a set remixes to those songs.
Beyond that, I think everything else is a remix from another game or a new composition. The Desert, Underwater, Ghost House and Castle compositions are new. The Map Enemy and Fortress Boss themes are from Super Mario Bros. 3, but the Castle Boss music is totally different. This isn't taking into account all the different Map Screen themes - those in the first three worlds are new pieces of music, at least.

There are new compositions, but they don't stand out and aren't used as often as you'd expect. The remixes, including those of NSMB, are my favorite songs in the game, which doesn't sit well with me.

AVNovember 21, 2009

Quote from: Mop_it_up

How much of the music is recycled from the DS game, and how much of it is a new composition? It's been a while since I played the DS one so I don't remember all of the music.

I'm not to happy about that. That music isn't that memorable , I much rather they just recycle the music from Brawl. Brawl had some amazing remixes of mario themes.

Underworld remix: http://www.youtube.com/watch?v=NJ8CK3-SbCQ

under water remix ( it takes time to get going)

http://www.youtube.com/watch?v=uGSnsWGC9k0

and finally

remix of ground theme 2:

http://www.youtube.com/watch?v=kSnpSi218Sk

Nintendo already has this music and it belongs to them. I much rather play mario game with this music than the midi music that is currently in NSMBW

NinGurl69 *hugglesNovember 21, 2009

Brawl remixes are overrated and don't carry a sense of 4-player fun.

D_AverageNovember 21, 2009

Why defend the the waggle in this game? It just doesn't belong in this game. At. All.

NinGurl69 *hugglesNovember 21, 2009

Without waggle, you can't spin-jump.

TRY. AGAIN.

D_AverageNovember 21, 2009

Right......

These games are heavy on twitch gameplay. Waggle is not twitch. It takes far too long to respond. It's added about as much to gamng as Nickleback has to rock. It should be avoided at all costs.

NinGurl69 *hugglesNovember 21, 2009

You must be one of those players that has to throw your hands+Remote into the air like a cheerleader to make it work, correct?

Last I saw, the vertical lifting action already has an inherent pause, in this game and in Super Mario Bros. 2.  That's a frequent action not critical to the twitch gameplay you're trying to generalize (I see platforming as flow, not twitch), and that action is historically a flow-breaker that leads to other key mechanics anyway.

Many of us are already accustomed to twitch-waggle, and the delay isn't appreciable enough to bother condemning.

Mop it upNovember 22, 2009

Quote from: Killer_Man_Jaro

I've only at the castle level of world 3, so what I say isn't the full picture, but from the sounds of things:
The Overworld, Athletic and Fortress themes are taken from the DS game (and I guess you could include the famous Underground tune, which has really been taken from practically every Mario game), though 'recycled' is a spotty term. None of the arrangements in the Wii version are the same as before; it's a set remixes to those songs.
Beyond that, I think everything else is a remix from another game or a new composition. The Desert, Underwater, Ghost House and Castle compositions are new. The Map Enemy and Fortress Boss themes are from Super Mario Bros. 3, but the Castle Boss music is totally different. This isn't taking into account all the different Map Screen themes - those in the first three worlds are new pieces of music, at least.

Thanks for the response. I knew of the SMB3 remixes, I just wasn't sure what was from NSMB on DS because it has been a while since I've played it.

Quote from: Mr.

That music isn't that memorable , I much rather they just recycle the music from Brawl. Brawl had some amazing remixes of mario themes.

Other than the underground theme from Super Mario Land, I thought the Mario remixes were pretty "blah".

KDR_11kNovember 22, 2009

Quote from: D_Average

Why defend the the waggle in this game? It just doesn't belong in this game. At. All.

I'd rather use waggle than try to hit the B button in the middle of an action.

B is like hitting L.  Hitting shoulder buttons works fine in Smash Bros.

KDR_11kNovember 22, 2009

Shoulder buttons are placed differently from B. B is intended only for when you hold the controller in one hand.

famicomplicatedJames Charlton, Staff AlumnusNovember 22, 2009

Can you pick up without shaking in single player?

As there's no one else playing the "accidental team-mate pick up" problem wouldn't exist, no?

thatguyNovember 22, 2009

If you can safely walk or bounce off of what you'd be picking up, you have to shake.  That way you can still hold the run button without fear of picking it up on accident.

Quote from: KDR_11k

Shoulder buttons are placed differently from B. B is intended only for when you hold the controller in one hand.

Tell that to all the games that successfully utilize B in sideways mode.

Mop it upNovember 22, 2009

Quote from: MegaByte

Quote from: KDR_11k

Shoulder buttons are placed differently from B. B is intended only for when you hold the controller in one hand.

Tell that to all the games that successfully utilize B in sideways mode.

Define "successfully". Can the button be pushed? Yes. It is comfortable to do so? No.

D_AverageNovember 22, 2009

Though hitting B is awkward, its still not as awkward as shaking the damn thing.  In addition, with waggle there is always some delay before the game figures out that you're waggling as to the opposed immediate response of a button press.  On top of that, my older wiimote is losing its ability to waggle while all the buttons and IR still work fine.  If I want to play this game with it, I've got to really go at it to get the thing to register.  Luckily, I have a newer wiimote handy.  But if someone else wants to play, they're screwed.

Had they followed the lead of Kart and Smash, and programmed in the classic, both the issues of using waggle or resorting to the B button could have been easily avoided.  But the point is obviously moot as New Mario Bros is already "using up all of the Wii's processing power", which is why the classic configuration just couldn't fit.  Maybe we'll see it added to the sequel on next years Wii HD thats coming out.

Would I have liked a classic controller option where shake was replaced with X or something? Sure. But I don't think NSMB's control scheme detracts from the experience. It's certainly not broken as some posts in this thread would imply.

D_AverageNovember 23, 2009

Quote from: TheYoungerPlumber

Would I have liked a classic controller option where shake was replaced with X or something? Sure. But I don't think NSMB's control scheme detracts from the experience. It's certainly not broken as some posts in this thread would imply.

Yeah, even for a guy like me, with thumbs the size of golf balls, its not broken, just annoying.

Ian SaneNovember 23, 2009

So I played it with my brothers this weekend.  We blasted through it and are now on Bowser's Castle which I assume is the last level.  (I didn't need to spoiler that, did I?)

I told them nothing regarding any of my complaints about the controls.  They didn't complain about any slipperiness compared to Super Mario World so I guess that's just me sucking.  They hate the waggle though and accidentally set it off WAY more than I do.

While it was a lot of fun the game actually doesn't seem like it was really designed for multiplayer.  It feels a lot like this is a single player game with multiplayer shoe-horned in.  It still works and it's still fun but it really feels like a predominantly single player game.

Worst thing in the world?  You're on a boss and you die and while you're floating in a bubble towards your brother his thumb slips and he accidentally pushes "A" putting himself in a bubble and ending the level ON A BOSS FIGHT!  FUCKING MOTHERFUCKER!!!  My brother has a tendency to be a figgity idiot at the worst times and I just lost it at him when he did this.  This happened like three times though thankfully only once on a boss.

Quote from: Ian

While it was a lot of fun the game actually doesn't seem like it was really designed for multiplayer.  It feels a lot like this is a single player game with multiplayer shoe-horned in.  It still works and it's still fun but it really feels like a predominantly single player game.

Miyamoto has said in interviews that this is exactly what it is.  The levels were designed for single player, and then they added multiplayer.

Killer_Man_JaroTom Malina, Associate Editor (Europe)November 23, 2009

Quote from: MegaByte

Quote from: Ian

While it was a lot of fun the game actually doesn't seem like it was really designed for multiplayer.  It feels a lot like this is a single player game with multiplayer shoe-horned in.  It still works and it's still fun but it really feels like a predominantly single player game.

Miyamoto has said in interviews that this is exactly what it is.  The levels were designed for single player, and then they added multiplayer.

A clever move and to the game's credit. I will say that there's an important distinction to make between adding multiplayer afterwards and "shoe-horning it in". Two different things entirely and in the case of NSMBW, it's definitely the former: a worthy addition.

vuduNovember 23, 2009

Quote from: super_famicomplicated

Can you pick up without shaking in single player?

As there's no one else playing the "accidental team-mate pick up" problem wouldn't exist, no?

No, you  have to hold the 1 button and shake the remote even in single-player game.  And while that problem doesn't exist in single-player it would be a bit awkward to have the game controls differ depending on the number of players.

KDR_11kNovember 23, 2009

Yeah, last man into a bubble is retarded and should've been caught in usability testing (if there's no way whatsoever that the user could want to do X then he shouldn't be able to do X). A particularly memorable multiplayer moment for me was (vs the first midboss) when I accidentally jumped on my ally in mid jump and got thrown up really high while the boss jumped up and I hit him on the head at the apex of his jump.

By the way, NSMBW is harder than previous Marios due to less forgiving jump collision, in previous Marios as long as you were moving downwards it was assumed that you jumped onto an enemy when you touch it (could be exploited in Paper Mario to jump onto enemies that are higher than you), NSMBW actually requires you to hit its top while touching the side, even when falling, registers as a hit against you.

vuduNovember 23, 2009

Quote from: KDR_11k

By the way, NSMBW is harder than previous Marios due to less forgiving jump collision, in previous Marios as long as you were moving downwards it was assumed that you jumped onto an enemy when you touch it (could be exploited in Paper Mario to jump onto enemies that are higher than you), NSMBW actually requires you to hit its top while touching the side, even when falling, registers as a hit against you.

This explains a lot.

YankeeNovember 24, 2009

Quote from: Ian

So I played it with my brothers this weekend.  We blasted through it and are now on Bowser's Castle which I assume is the last level.  (I didn't need to spoiler that, did I?)

I told them nothing regarding any of my complaints about the controls.  They didn't complain about any slipperiness compared to Super Mario World so I guess that's just me sucking.  They hate the waggle though and accidentally set it off WAY more than I do.

While it was a lot of fun the game actually doesn't seem like it was really designed for multiplayer.  It feels a lot like this is a single player game with multiplayer shoe-horned in.  It still works and it's still fun but it really feels like a predominantly single player game.

Worst thing in the world?  You're on a boss and you die and while you're floating in a bubble towards your brother his thumb slips and he accidentally pushes "A" putting himself in a bubble and ending the level ON A BOSS FIGHT!  ****ING MOTHER****ER!!!  My brother has a tendency to be a figgity idiot at the worst times and I just lost it at him when he did this.  This happened like three times though thankfully only once on a boss.

It seems like they just weren't quite used to the controls . My group rarely accidentally set off any unwanted motion controls. I have also never had anyone accidentally go into the bubble, but we did start strategically using the bubble to save ourselves from falling into pits at the last second. I just finished the last level today and i wont spoil it for anyone who hasn't done it yet, but it is epic and awesome. The end also has quite a few enjoyable comedic moments.

NinGurl69 *hugglesNovember 24, 2009

Thank you, Yank!  A Wii gamer who doesn't suck!

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greybrickNathan Mustafa, Staff AlumnusJanuary 01, 2010

How does your hand "slip" the centimeter over and on to the A button? I am not saying it can't happen, but I would sure like to know how it does.

It sometimes may not be a physical slip, but a mental/psychological/reflexive one.

... *ashamed*

KDR_11kJanuary 01, 2010

Quote from: greybrick

How does your hand "slip" the centimeter over and on to the A button? I am not saying it can't happen, but I would sure like to know how it does.

If your thumb goes too far over the d-pad there's a chance that it reaches the A button while you're pressing the right direction on the d-pad.

Yeah, a sloppy push to the right can induce a bubble, but I found myself doing it more when I wanted to pause the game and made the mistake of trying to use my left thumb.

Mop it upJanuary 01, 2010

Solution: use the Nunchuk.

NinGurl69 *hugglesJanuary 01, 2010

Gamers are weird.

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New Super Mario Bros. Wii Box Art

Genre Action
Developer Nintendo
Players1 - 4
Controllers

Worldwide Releases

na: New Super Mario Bros. Wii
Release Nov 15, 2009
PublisherNintendo
RatingEveryone
jpn: New Super Mario Bros. Wii
Release Dec 03, 2009
PublisherNintendo
RatingAll Ages
eu: New Super Mario Bros. Wii
Release Nov 20, 2009
PublisherNintendo
Rating3+
aus: New Super Mario Bros. Wii
Release Nov 12, 2009
PublisherNintendo
RatingGeneral
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