In an effort to make their games accessible without sacrificing challenge, Nintendo has introduced a feature called the Super Guide. The Super Guide shows players how to complete a level in the event that they can't do it themselves. The first game to use this feature is the recently-released New Super Mario Bros. Wii.
When asked if this feature would find its way into Super Mario Galaxy 2, Miyamoto replied, "Whether or not we are going to incorporate the Super Guide, I just cannot tell. In general, wherever and whenever appropriate, I think we will want to incorporate that kind of thing, but I cannot commit to anything specific right now."
The interview with Miyamoto will be published in the Friday, November 20 issue of the Official Nintendo Magazine in the UK. Super Mario Galaxy 2 is set to release in 2010.
Yeah, I'm really glad they came up with the Super Guide so that gamers with a range of abilities can enjoy the games.
Does anyone else thinks its odd that its not listed as a feature on the back of the NSMBW box?I didn't check the back of the case other than to see if it had a Nunchuk icon, so I didn't know it wasn't mentioned. That does seem odd. If Nintendo wants this feature to be a new standard for their games then I would think it would be something they'd want to advertise. I could see it being a selling point for certain people.
This reminds me I need to get Galaxy 1...
I'm not so sure they'll add in the Self-Play feature. The 3d Marios have 4 times the number of missions (levels) as NSMBW, and that much more work might interfere with Miyamoto's afternoon nap. Imagine all the extra time spent in the office working past 3pm when he could be home gardening.
This reminds me I need to get Galaxy 1...
Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.
I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.
Even without the Super Guide feature, I think they could still make the game more difficult without much fear. A lot of the people who are going to buy this game are the same ones who have the first, so they are already familiar with how the game works. Besides, like the first one, you'll probably need only half of the stars to complete the game, so people can pick and choose whether or not they want to collect the difficult ones.
A game is too easy if I never fear that I can't succeed. A game like Wind Waker for example is too easy because I beat it without dying even once. After spending enough time with the game it became apparent that dying in the game was not likely to occur and thus there was no feeling of accomplishment.
You could always avoid picking up the heart containers that the bosses leave behind.
I'm pretty sure the developers intended for people to skip heart containers if they felt the game was too easy. If they were mandatory then you might have a point, but the heart containers are like selecting your difficulty without making you feel like a wimp for choosing the "casual" setting.QuoteYou could always avoid picking up the heart containers that the bosses leave behind.
If I have to intentionally avoid power-ups and TRY to make the game harder for me, then, sorry, the developers failed. You should be free to just play the game in a normal fashion and not feel like there's no challenge.
Even without the Super Guide feature, I think they could still make the game more difficult without much fear.Either way, at least they don't have the expanding the blue ocean excuse any more.
I'm pretty sure the developers intended for people to skip heart containers if they felt the game was too easy. If they were mandatory then you might have a point, but the heart containers are like selecting your difficulty without making you feel like a wimp for choosing the "casual" setting.
Some of the earlier levels were challenging. The Cookie Platform Hell made me feel weak a couple of times.This reminds me I need to get Galaxy 1...
Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.
I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.
I don't make up artificial challenges in a game. I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.
I was going to make a joke about how back in my day, we had to make our own challenges, AND WE LIKED IT. But it was Lindy who posted, so that kills the joke.
I don't make up artificial challenges in a game. I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.
but how long does it take for the super guide to win the game without player input?
I guess I could do that on another file.but how long does it take for the super guide to win the game without player input?
SOMEONE ASKED THE HOLY GRAIL. VICTORY!
I want someone to attempt this. Die 8 times and then put the controller down.
I guess I could do that on another file.but how long does it take for the super guide to win the game without player input?
SOMEONE ASKED THE HOLY GRAIL. VICTORY!
I want someone to attempt this. Die 8 times and then put the controller down.