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