NSMB2...
Since it's so ez to collect coins, people will get 1-ups a lot. Meaning it will be easy. Meaning, it's definetely not for those looking for a challenge, I'm disappointed.
*Kool-Aid Man voice* OH YEAHHHHH!!The trailer reveals the return of Reznor from Super Mario World... so why not bring back another foe from that game?
Like Chargin' Chuck?
The trailer reveals the return of Reznor from Super Mario World... so why not bring back another foe from that game?
Like Chargin' Chuck?
The trailer reveals the return of Reznor from Super Mario World... so why not bring back another foe from that game?
Like Chargin' Chuck?
I'm surprised he hasn't appeared in any of the Mario sports gamesChargin' Chuck should have his own game, I mean between his football kicking, Baseball throwing and infamous charging he would make an awesome character! In fact, they should make a single game where all of the Mario baddies are running errands or something for bowser or something, Hammer Bros and Koopas running around and you fight toads or something. Dammit, Nintendo needs to think up ideas like that instead of this rehashed crap.
I think the emphasis on collecting "coins" is jumping the shark a bit for the series....they took one of the most useless pickups(hey, they can get you extra lives at least) and made the entire game revolve around it....sounds like they ran out of ideas........
This. I wouldn't have such a bother with the coins, if they actually did something. I mean, yeah everybody says that NSMBWii was hard, and with multiple people it was even harder. I played through that game from start to end with 2 other buddies and still had over 80 lives.
I don't think people are "seeking" SMW elements as much as they are wishing for them.Until now, the only element of SM World that I saw was this:
so, why everbody is seeking for Super Mario World elements here? Dont you guys is confusing New Super Mario Bros 2 with New Super Mario Bros. Wii U?
I think the emphasis on collecting "coins" is jumping the shark a bit for the series....they took one of the most useless pickups(hey, they can get you extra lives at least) and made the entire game revolve around it....sounds like they ran out of ideas........
This. I wouldn't have such a bother with the coins, if they actually did something. I mean, yeah everybody says that NSMBWii was hard, and with multiple people it was even harder. I played through that game from start to end with 2 other buddies and still had over 80 lives.
my girlfriend and I beat it together with a crapload of lives...and took us maybe about 3 weeks..it actually wasn't THAT hard
Yeah, but considering how most side scrolling Mario games have only one "continue" point at best in a given level, is there really any NEED for so many lives? It's not that huge of a frustration to start from the beginning of the level at worst when you get a game over.Right
Will people stop judging the difficulty of a game by how many lives you have? Lives are an outdated concept in platform games and need to die a quick death.
A quick history of the evolution of lives:
Back in the day you'd have to 'beat' a game within a predetermined amount of lives, maybe with the opportunity to pick up more along the way. This was generally very annoying - there was nothing 'fun' about getting to the last level of Alex Kidd in Shinobi Land just to only have 2 chanced of beating the main boss before having to start the whole thing over again.
Game makers realized that this was p*ssing gamers off, so the concept of 'continues' was introduced. If you lost all your lives you could re-start from a pre-defined point. Perhaps the beginning of a zone, or the first act of a level. This relieved the frustration somewhat, yet it still became annoying having to start from so far back; and the amount of continues usually had some kind of limit.
Save games and unlimited continues was the next step - so one would never need to re-start the game from the beginning, they could always start from that last 'continue' point. As it was becoming apparent that this was still not enough to prevent frustration overload, games like Sonic 1 and Super Mario World introduced different kinds of workarounds. In Sonic 1 there were various points where you could collect 100 rings, get an extra life TV then die and restart the level as many times as you want to build up a decent reserve of lives. SMW made it even easier. Several levels existed which were full of extra life opportunities, which you could revisit any time you like. In addition there were a load of sub games where you could build your live stash.
Realising that the majority of gamers were making use of these features, along came the NSMB franchise with lives pretty much everywhere. Big runs on the mega mushroom, plenty of runs of enemies to throw shells and pick up 2 or 3 lives in a level. Nobody needs to even think about using continues.
Lives are there because it's what people are used to. But you essentially get as many tries as you want to beat a level, without being faced with the draconian punishment of being resent to an earlier part of the game if you fail to win in a semi-fixed number of 'tries'.
And thank god for that!
I think the emphasis on collecting "coins" is jumping the shark a bit for the series....they took one of the most useless pickups(hey, they can get you extra lives at least) and made the entire game revolve around it....sounds like they ran out of ideas........
This. I wouldn't have such a bother with the coins, if they actually did something. I mean, yeah everybody says that NSMBWii was hard, and with multiple people it was even harder. I played through that game from start to end with 2 other buddies and still had over 80 lives.
my girlfriend and I beat it together with a crapload of lives...and took us maybe about 3 weeks..it actually wasn't THAT hard
Right
Will people stop judging the difficulty of a game by how many lives you have? Lives are an outdated concept in platform games and need to die a quick death.
A quick history of the evolution of lives:
Back in the day you'd have to 'beat' a game within a predetermined amount of lives, maybe with the opportunity to pick up more along the way. This was generally very annoying - there was nothing 'fun' about getting to the last level of Alex Kidd in Shinobi Land just to only have 2 chanced of beating the main boss before having to start the whole thing over again.
Game makers realized that this was p*ssing gamers off, so the concept of 'continues' was introduced. If you lost all your lives you could re-start from a pre-defined point. Perhaps the beginning of a zone, or the first act of a level. This relieved the frustration somewhat, yet it still became annoying having to start from so far back; and the amount of continues usually had some kind of limit.
Save games and unlimited continues was the next step - so one would never need to re-start the game from the beginning, they could always start from that last 'continue' point. As it was becoming apparent that this was still not enough to prevent frustration overload, games like Sonic 1 and Super Mario World introduced different kinds of workarounds. In Sonic 1 there were various points where you could collect 100 rings, get an extra life TV then die and restart the level as many times as you want to build up a decent reserve of lives. SMW made it even easier. Several levels existed which were full of extra life opportunities, which you could revisit any time you like. In addition there were a load of sub games where you could build your live stash.
Realising that the majority of gamers were making use of these features, along came the NSMB franchise with lives pretty much everywhere. Big runs on the mega mushroom, plenty of runs of enemies to throw shells and pick up 2 or 3 lives in a level. Nobody needs to even think about using continues.
Lives are there because it's what people are used to. But you essentially get as many tries as you want to beat a level, without being faced with the draconian punishment of being resent to an earlier part of the game if you fail to win in a semi-fixed number of 'tries'.
And thank god for that!
I don't know about you, but I say Super Mario Bros. 3 is a lot more fun than a lot of stuff you're talking about today. Imagine getting to the 8th world, then boom game over, and now you have to try and go through the world again, with less lives, and no power ups.
I don't know about you, but I say Super Mario Bros. 3 is a lot more fun than a lot of stuff you're talking about today. Imagine getting to the 8th world, then boom game over, and now you have to try and go through the world again, with less lives, and no power ups.
Yes. Sounds great...
Think I'll stick with my modern day platformers, where I don't have to waste a bunch of time replaying the same levels over and over again. Boom!
Only in certain games (id est, NSMBWii, idr if the DS version did that). In games like the Super Mario Advance games, Yoshi's Island, etc you only start from the last time you saved... And since you have the opportunity to save every level, or else auto save, you effectively only have to start the level you game overed on from the beginning.When you run out of lives you continue from the beginning of the world (or the mid-point fortress/ghost house), not the beginning of the level
Only in certain games (id est, NSMBWii, idr if the DS version did that). In games like the Super Mario Advance games, Yoshi's Island, etc you only start from the last time you saved... And since you have the opportunity to save every level, or else auto save, you effectively only have to start the level you game overed on from the beginning.When you run out of lives you continue from the beginning of the world (or the mid-point fortress/ghost house), not the beginning of the level
I suppose... but in that case, I wish they'd just get rid of mid-level checkpoints.Which pretty much backs up my original point that lives are pointless...
But then we won't have use for coins.Let's compromise... get rid of lives completely, keep mid-level checkpoints, but make the levels around 50-60% longer?