Soundtrack Central The best of VGM and other great soundtracks

Please sign up or log in for the best forum experience!

XLord007 Oct 16, 2009

GameLife has the full Miyamto transcript:

http://www.wired.com/gamelife/2009/10/shigeru-miyamoto/

Miyamoto's answer to the below question perfectly nails why I love Mario games:

Tom Holoien, Nintendo Power: What elements would you say a Mario game has to have whether it’s 2-D or 3-D, and for you personally, what makes a Mario game a Mario game besides the characters?

Miyamoto: So to me, what’s really important about a Mario game is that it be simple to control and easy to understand. And that when you as the player is playing the game, the physics in the game are understandable to you, so that when you hold the controller, you play it in a way that you understand what you’re supposed to do, you understand the environment, and then you begin to unleash your own gameplay creativity. You try different things. The response that you get from the environment into what you attempted to do in the world feels natural to you, and ultimately the game itself becomes kind of a back and forth between us the developers in trying to expect what types of creative things you might try to do as a player and you the player in terms of the response that you’re expecting to get in the game. And to me, a Mario game is really unleashing the player’s creativity within the world that you’ve created.

XLord007 Oct 20, 2009

shdwrlm3 wrote:

Well, at least they're honest about why they didn't include Peach: they're extremely lazy. I don't get why they couldn't have just outfitted her in her usual Mario Sports attire instead.

Yeah, they could have just said that they didn't include her because someone had to be rescued.

Angela Oct 21, 2009

Gametrailers has their preview up:

http://www.gametrailers.com/video/previ … 7913#_text

We get a look at a rendering of all the Koopa kids, glimpses of new scenes and world maps, and a brief description of the new power-ups and Super Guide feature.

Don't mind the exclusion of playable Peach so much, and I am happy to hear that the game will be significantly more challenging than what NSMB DS offered.  What I'm hoping, though, is that the game as a single-player experience will be balanced as such without the inclusion of multiple players.

XLord007 Oct 21, 2009

Angela wrote:

What I'm hoping, though, is that the game as a single-player experience will be balanced as such without the inclusion of multiple players.

I would think that the game would be much harder with multiple players since jump timing is so critical in Mario games, and I don't see how you're going to be timing much of anything with everyone scampering around.

allyourbaseare Nov 5, 2009

Maybe it's just me, but seeing that trailer brought to a realization that the "New" 2-d Mario series seems to have taken a step back from the obscenely superb Super Mario World and its sequel.  I miss having the cape so you could fly all over the place.  I miss the expansive levels that weren't just one long corridor from left to right.  And lastly, I miss the pinpoint accuracy that we were afforded in the first Super Mario World.

Sami Nov 11, 2009

The hype for this game is pretty huge but I'm trying to remain cool-headed. There is a chance this will be another underwhelming big name/series/advertising thing that the game media drums up which ends up a dud, and I don't want to put my dwindling cash into a boring game.

On the other hand - what if it's good?

Angela Nov 11, 2009 (edited Nov 14, 2009)

Sami wrote:

On the other hand - what if it's good?

To me, all signs are pointing to a winner.  C'mon, we've got the return of the Koopa kids, Yoshi, and airships -- all wrapped up in a full-fledged eight world (nine, as a rumored bonus) 2D Mario platformer that's confirmed to be nominally challenging.  The Star Coin collecting, four player co-op play, mini-games, and new music score that nostalgically fuses the best of Kondo's SMB1 and SMB3 and Asuka Ota's NSMB are all icing on the cake.

The reviews are in:

-IGN AU Review: 9.2
-CVG: 9.0
-Destructoid: 9.0
-IGN Review: 8.9
-Gametrailers: 8.9
-Gamespot: 8.5
-Gamesradar: 7
-Kotaku, Joystiq

Angela Nov 14, 2009

Check out Kotaku's footage of the Mario museum featured at the Nintendo World Store launch today:

http://kotaku.com/5404799/nintendos-tem … video-tour

The exhibit was very cool.  Seeing the old NES cartridges brought back a wave of nostalgia where I used to lovingly stack all three of my copies in a row and thinking I was hot shit for actually owning all three games.  (Back then, it was rare among my circle of gaming friends for any one of us to own all three Mario titles.  For myself, I was always lending out one game or another, so it was usually a rare occurrence to have all three games in my possession at any given time.)

Will have impressions on New Super Mario Bros. later tonight.  Can't wait!

Wanderer Nov 14, 2009

I decided to start up my old Gamefly account so I could rent this game (and Modern Warfare 2). Looking forward to some Mario action!

brandonk Nov 15, 2009

Wanderer wrote:

I decided to start up my old Gamefly account so I could rent this game (and Modern Warfare 2). Looking forward to some Mario action!

If there was ever a reason to fork out some cash on a couple of phenomenal games...this is it.

Angela Nov 15, 2009 (edited Nov 16, 2009)

I've only completed World 1 so far.  Here are my initial observations:

-The gameplay hews very closely to the DS version, so those who weren't fans of its throwback to simpler, slippier, more rigid controls probably aren't going to be any more convinced here.  In fact, the game somehow feels slightly more rigid than even NSMB DS was.  At the least, the timing was tweaked just enough that I was killed by the very first Goomba on the first level.  (Yes, I am thoroughly ashamed, because as I was approaching it, I was saying to myself, "Please god, don't let me run into him."  And then, WHAM!)

-Some other gameplay tweaks appear to have been put into place.  Performing the triple jump, for example, is slightly harder to pull off in that it feels like you have to take a longer sprint.  Another example is that ground pounds will take a regular Koopa completely out of commission, unlike the DS game where they would shoot across upon impact.  Still another example is that you actually need to continue holding DOWN when performing the downward screw drop from a springboard jump or Propeller Suit boost.  In the DS version, simply pressing down once would keep you in the attack formation until you automatically touched ground again.

-The sporadic use of Wiimote waggle is brilliant at times, irking at others.  For instance, using it for tilt platforms is pretty neat, in that you've got a "pat your head, rub your tummy" kind of mechanic happening: keeping your horizontal Wiimote in position while executing the appropriate leap is an innovative touch.  But then you also need to waggle whenever you want to leap off of Yoshi, and more than once did I find myself accidentally dismounting because of unintentional movement of the 'mote.  Same goes when using the Propeller Suit, where I accidentally launched myself up into the air at a rather inopportune time. 

-Yoshi's a bit of a weird beast here. A hodgepodge of Super Mario World and Yoshi's Island, he retains his temporary midair float, but he can't do a vertical tongue slurp -- but nor can he do a slightly elevated standing one, like in SMW.  No ground pound when you're on him either, and unlike SMW, he can't slurp enemies through solid objects like pipes.  There are different colored Yoshis, but like Yoshi's Island, there's no difference between them gameplay wise. (In other words, no special abilities like unlimited flight or fireball spewing from SMW.)  You do spew fire from eating a Piranha Plant, though, as opposed to a simple spit-out before downing a Koopa.  Along with being able to do a leaping dismount, I can see some cool midair gameplay possibilities when using Yoshi in conjunction with the Propeller Suit.  Oh, and the stage music changes up with a layered percussion, just like SMW.

The exclusion of the reserve item box a la World and DS NSMB is missed, but in its place is the item inventory system from SMB3, where you can accumulate and then choose a single item to use before starting a level.  I'm going to guess this will come in handy later on when you need to use specific items to nab Star Coins.  Oh, and I love the new streamlined look of the inventory; no longer is it a clusterf*** of everything you've collected.  Now it's Mushroom x5, Fire Flower x3, Propeller Suit x1, etc.

-The overall structure of the game feels very SMB3.  The random enemy encounters on the map, the mid-level Fortress, the Airship, the robust number of Item Houses and bonus chances to earn extra lives, the inventory screen, and the presence of the Koopa kids..... They all add up to a very compelling bit of nostalgia.

-Lives are still very much in plentiful supply.  Without trying too hard, I managed to accumulate a healthy total of 23 lives by the end of World 1.  The levels definitely feel longer and more substantial though, moreso than in NSMB DS.  There are trickier enemy and platform placement, more hidden nooks and crannies to explore, and there have been a number of levels where you need to think out a solution to grab those Star Coins.  Imagine my surprise when I found myself running out of clocked time on a daily basis.

-The Save System is well implemented here.  Quick Save as a one-time suspend save and load session, permanent save after beating a mid-level Fortress or Castle.  It's to my understanding that completing the game will allow you to save at any time, just like DS NSMB.

-Am I the only one annoyed by the game's insistence of showing you the same obnoxious hint box each and every time you earn an Item for inventory or come out of Peach's Castle to view the Super Skills/Hints section?  Mention it the first time, fine, but EACH AND EVERY TIME?  I'm hoping they'll cease once World 2 begins.

Amazingu Nov 15, 2009

Dammit, I want this so much, but it won't be released over here until December 3rd (>.<)

Wanderer Nov 16, 2009

In spite of the 1-Ups, I'm really looking forward to playing this.

... In fact, I should replay the old 2D games. I haven't touched most of them in years.

Qui-Gon Joe Nov 16, 2009

Thanks to accidentally finding two warp cannons, two of my friends and I managed to make it to the final level and "beat" the game tonight.  Having three people was sometimes a blessing and sometimes completely infuriating.  I can't wait to dive back in and hunt for coins and see all the levels we missed.  The hardest level so far was probably 8-1, which was shockingly more difficult than anything else in world 8.  I like the game itself a LOT more than NSMB for DS... this just feels so much better laid out and designed.  Definitely more memorable, too.

avatar! Nov 16, 2009

Qui-Gon Joe wrote:

Thanks to accidentally finding two warp cannons, two of my friends and I managed to make it to the final level and "beat" the game tonight.

How long did it take to finish the game? I read a review where the guy said it took him 8 hours to go through all the levels. That seems awfully short, but then again, I suppose most mario games are fairly short. The thing is, these days, 8 hours for 50 bucks doesn't seem to cut it. I remember all the rave reviews for mario on the DS, and that was a major disappointment. Honestly, I'm guessing this game is aimed at the family level due to the mulitplayer, and therefore will undoubtedly be on the easy side (which is disappointing to me). So, for those who want honest-to-goodness mario platforming, I'm guessing that will come in Mario Galaxy 2.

cheers,

-avatar!

Angela Nov 16, 2009 (edited Nov 16, 2009)

avatar! wrote:

Honestly, I'm guessing this game is aimed at the family level due to the mulitplayer, and therefore will undoubtedly be on the easy side.

You'd be wrong there.  Most to every review likens NSMB Wii to a game closer to SMB3 and Super Mario World in terms of structure and challenge.  And as I've mentioned, even the first world (and now the second) has shown that there are substantially trickier enemy and platform placement, more hidden nooks and crannies to explore, and levels where you really need to think out a solution if you're seeking to collect all of the Star Coins.

By the way, we've got a positive ID on music composers for the game.  With pieces adapted from Koji Kondo, Asuka Ota, and Hajime Wakai, the new composers onboard for NSMB Wii are Nintendo EAD mainstays Kenta Nagata, Ryo Nagamatsu, and Shiho Fujii.

The new Castle Theme is awesome.  It's like a delectable blend of the old Super Mario World Castle Theme and A Link To The Past's Hyrule Castle:

http://www.youtube.com/watch?v=Nz7kQF32gH0

Qui-Gon Joe Nov 16, 2009

avatar! wrote:

How long did it take to finish the game?

Based on the Wii's clock (and subtracting a bit for menus and whatnot), looks like roughly 4:30.  Don't forget, though, that we didn't even SEE more than half the game (using the warps to get quickly to the final level purely by accidentally stumbling across them).  We also didn't replay any level for the giant coins, which I intend to do (the reward is... more stuff to play, trying not to spoil too much).  I imagine that in total the game is going to probably occupy 20-ish hours of my time.  Also, if you're worried about the game being too easy, it's not anywhere near as easy as NSMB for DS and is probably on par with SMB3 or at least SMW.  A lot of world 8 was super frustrating and we'd never have gotten through it that quickly without the feature where one person remaining alive allows everyone to keep going.  Single player would be a LOT harder.

Angela wrote:

the new composers onboard for NSMB Wii are Nintendo EAD mainstays Kenta Nagata, Ryo Nagamatsu, and Shiho Fujii.

The credits only list Fujii and Nagamatsu for music, while Nagata's name is only under sound (if I'm remembering correctly).  Not sure if Nagata did anything for the actual score.  Music is quite good, though.  Also, why have I never heard of the two who did do the music?

Angela Nov 16, 2009

Qui-Gon Joe wrote:

The credits only list Fujii and Nagamatsu for music, while Nagata's name is only under sound (if I'm remembering correctly).  Not sure if Nagata did anything for the actual score.  Music is quite good, though.  Also, why have I never heard of the two who did do the music?

Their resumés do appear to be fairly thin, so my use of the word "mainstays" may have been a bit misleading.  Seems Nagamatsu was credited for Wii Play and Wii Sports Resort, while Fujii was responsible for Wii Fit.  Not exactly the most prolific titles, musically.

Nagata appears to have been around longer, however.

Angela Nov 17, 2009

I'm nearing the end of World 3 at this point, with all Star Coins in toll.  Did I mention how much I'm digging the enemy variety in the game?  It's like a who's-who in the societal circle of Mario lore.  Aside from the usual Koopas, Goombas, Cheep-Cheeps, Bullet Bills, etc, I've been seeing a lot of SM3 guys come back, including Fire Chomp, Chain Chomp, Fire Snake, Spike, and all manner of Hammer Bros. variants.  I'm hoping we see some SMW cameos in the later worlds.

Joe, I'm still a bit stunned that you opted to take the warp cannons.  Even if you were planning on going back to the previous levels, I can't imagine experiencing the end-of stages and then working backwards.  Kinda kills the intended progression of the game, no?

TerraEpon Nov 17, 2009

Heh, I think it took me forever to ever seen worlds 5-7 in the original SMB....
Same with 5-6 in SMB2.

Bernhardt Nov 17, 2009

So, can we expect the store to be sold out of all copies, or do they release an ample supply of games these days?

Related Albums

Tags

Board footer

Forums powered by FluxBB