Soundtrack Central The best classic game music and more

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Angela May 16, 2006

I missed the initial shipment from Gamestop last night, being forced to work overtime.  Got it first thing this morning, though, and just played it for the better part of my lunch break.  Up to the middle of World 2 at this point, and the experience has been overwhelmingly positive so far. 

More accurately, the game is a dream come true.  It's just about all that I was wishing for, for the better part of fifteen years; a true Mario platformer, 2.5D style, with both classic and new sensibilities.  Graphics are vibrant, framerate consistently fluent, music a solid mix of the old and the new, and, most importantly, it comes with some excellent, varied gameplay.

I'll start off with the most fundamental aspect: gameplay.   As someone who's acutely sensitive to how the many different variations of Mario handles, I'd say he actually feels like a mish-mash of SMB1 and SMB3 this time around.  His running start and basic jumping feels SMB1, but as far as making running leaps, boost bouncing off enemies, and handling jumping flight, it's closer to that of SMB3.  In other words, don't expect the ultra-tight handling of, say, Super Mario World, but it's a unique control mechanic that still works extremely well here.  So, for both Stephen and the rest of us, well...... we've arrived at a happy compromise.  ^_^

The new moves from Mario 64 and Sunshine round things off nicely, such as wall jumping and butt-whomping.  Mario's still got grab 'n hold shell capabilities, but unlike SMW, he can only kick shells horizontally, and not straight up.  (Shucks!)  I'm looking forward to the swimming levels, though - hopefully, they'll have kept "slow paddling" in.

As far as the basic control configuration goes, "Y" serves as both the dash button and fireball shooting, and "B" jumps.  "L" and "R" scrolls the screen left and right respectively, on both world map and in-game.  The run and jump buttons, however, can be configured to B and A through the options screen, if you wish. 

The world map itself looks fantastic.  Its layout is a mix between Yoshi's Island and SMB3; it does have a fairly straightfoward left-to-right structure, a la Yoshi's Island, but the mixing up of bonus Toad houses and secret level gates certainly allude to SMB3.  Game plays on the top screen, while the bottom has status-related info, like power-ups on reserves and that really nifty barometer showing how long a level lasts.  Although it sounds cluttered, the bottom screen has a clean and simple interface; three Star Coin icons show how many you've collected per level, a big icon for your single power-up reserve that's easy to touch with the finger at a moment's notice, the current world you're playing, the number of lives you have, your score, and the aforementioned level barometer.  The level barometer apparently isn't there in certain stages, though, like the ghost houses -- which makes sense, since those levels are meant to be maze-like in structure.

The difficulty has been kept moderate so far; nothing Mario vets can't handle, but there are some really great level designs here.  Personally, I think the Fire Flower makes things a bit too easy; it takes away from the platformer-to-enemy ratio, and it's my understanding that bosses can be beaten far too quickly that way, thereby nulling the challenge of head-bopping patterns.  There were a few times when I just wished I could forfeit the Fire Flower all together, just to keep the challenge fair and on the level.

Sound effects are taken straight from the classic Mario sound font archives, where you're likely to hear all types of sounds from every Mario game in the past.  Music is neat; the remixes are handled nicely, and from I've heard so far, the underground theme, Star Man (which uses the N64/Yoshi's Island variation) and the mini-boss battle theme from SMB3 are all in.  There's an interesting new dynamic, where certain items, like the mushroom, and enemies will "respond" to the music's 'wah' sound, either by striking a dance pose or hopping along to its rhythm.  It's not just for show, either; that sudden movement shift can really throw your attack timing off! 

The NSMB main theme/overworld theme grew quickly on me, and the castle theme is one of the best I've ever heard.  I did up a recording of the castle, as well as the first variation of the new main theme:

NSMB - Overworld 1
NSMB - Castle

Saving is handled a la SMW, where you're only given the option to save after mid-level fortresses and the end world castles.  You also use your collected Star Coins to open new areas, which in turn allows you to save.  It's to my understanding that Nintendo went with this sort of save system to keep the challenge in check, but it's still a bit of a hassle when you want to put the game in immediate suspend mode.   I've heard, however, that once you complete the game, the option to save anywhere becomes unlocked.

Luigi is playable right from the start, via a code at the title/file selection screen.  Luigi doesn't play differently at all from Mario, and the only difference is his voice.  As far as the mini-games and multiplayer aspects, I've yet to touch on those, but I'd heard they're all competitive good fun.

Zane May 16, 2006

I don't even have a DS and I'm frothing. I'll be at Circuit City in about a half hour.

SquareTex May 16, 2006

I also just picked it up. Great fun, and some good challenge in there. This is gonna be a blast. smile

Princess-Isabela May 17, 2006

got game today and it looks amazing, sounds charming, plays viewtiful.
already in 3rd world with 40+ Star Coins, it reminds good ol' days of Nes, Snes - the same clever level design, extremely polished game, - a definite must have for everyone.

Angela May 17, 2006

I'm loving the fact that you can skip around worlds and replay levels at anytime.  Gotta admit that the levels themselves are really quite short in length, much like SMB3 - but I'm really digging that, as it spurs along the pick-up-and-play nature of the game.

Also got to try out the Mario vs Luigi game with sis, and it's boatloads of fun.  I think we played two hours straight tonight!

Stephen May 17, 2006 (edited May 17, 2006)

I got this game today.

Mario starts his run faster, but he definitely cannot stop on a dime like he did in SMB or SMW.   He slides just enough when I abruptly make him stop running that he hits an enemy or falls of the platform.  Jumping immediately when you initiate an abrupt halt or change of direction lessens any momentum.  I would agree that the controls are somewhere between SMB and SMB3, which is fine.

The game is not as hard overall as SMB/SMB: Lost levels/SMB3.  This game has its tricky moments, however.  Some stages are a bit short.  Level design and aesthetics combine aspects from past Mario games while avoiding being a rehash.  The only aspect I don't quite like is that you cannot play the worlds sequentially like you could in SMB/SMB3.  You have to replay some stages to unlock paths to the new stages.

I wish the tower bosses would do more interesting stuff.  They don't seem to have enough variety of attack patterns.

The Mini-Mushroom and Blue Shell power-ups mostly aid in solving tricky level designs (usually where a star coin is placed).  By themselves, they aren't really great power-ups.  The fire flower hoses just about everybody.

With the ability to revisit stages, the score is somewhat meaningless.  You can just keep raising the score by revisiting stages.

Overall, a solid game that I enjoy.  A modest challenge that suits me fine, even if veterans might be put off by a easier difficulty level.

POPOBOT5000 May 17, 2006

I was going to make a comment about how I didn't like the "wah" sound in some of the tracks, so it's interesting to read it actually serves a purpose!

Thanks for sharing the music recordings. I can't wait to get my hands on this game.

GoldfishX May 17, 2006

I got mine today, I'm half-way through world 2 and I only have three words:

Killer. f---ing. App.

(goes back for more)

Princess-Isabela May 17, 2006 (edited May 17, 2006)

I just beat the game today with 110+ coins.
but I have still more coins to collect and levels to unlock.
just as a bonus for those who would like to play as Luigi(hold L, R and press A on menu selection, this message has been displayed at the end of the game, but I dont think thats an requirement for those who havent beat game yet, so you might give it a try).

Zane Jun 11, 2006

Finally got my DS Lite today and I'm hooked on NSMB. It's classic.

Angela Jun 12, 2006

Zane wrote:

Finally got my DS Lite today and I'm hooked on NSMB. It's classic.

NSMB and the Lite really do go hand in hand.  Awesomeness.

I just unlocked everything in NSMB myself, and netted all three stars on the status screen.  The save-anywhere feature unlocked at the end of your first run comes highly appreciated; knowing that feature would be available, I think it sort of made me bumrush through the main game quicker than I wanted to.

After coming off of NSMB, I popped in both SMB3 and SMW, and I was startled at how much more nimble Mario moves in those games.  Although the controls schemes work well within NSMB, I still prefer the more flexible feeling of Mario's previous outings.

I'm seriously hoping the "New" moniker will become a franchise.  Actually, it would be beyond coolness if they released a "New Super Mario Bros. 2" in the same spirit of Doki Doki Panic.  Can you imagine??

Ryu Jun 12, 2006

Angela, a NSMB2 in the style of the US SMB2 would be awesome.

XLord007 Jun 13, 2006

Angela wrote:

I'm seriously hoping the "New" moniker will become a franchise.  Actually, it would be beyond coolness if they released a "New Super Mario Bros. 2" in the same spirit of Doki Doki Panic.  Can you imagine??

I hope that doesn't happen.  Super Mario Bros. 2/USA sucked.  I'm sorry, but it did.  Specifically, it sucked from a control and gameplay standpoint.  I wouldn't mind seeing a similiar theme/motif if the gameplay and control were decent, however.

Angela Jun 13, 2006

XLord007 wrote:

I hope that doesn't happen.  Super Mario Bros. 2/USA sucked.  I'm sorry, but it did.

Two against one, pal.  So far, anyway.

How's about the rest of you?  Pro SMB2 or anti?

Zane Jun 13, 2006

Angela wrote:

How's about the rest of you?  Pro SMB2 or anti?

Pro. Very much pro.

the_miker Jun 13, 2006

Angela wrote:

How's about the rest of you?  Pro SMB2 or anti?

P to the R to the O, big time.  I remember taking pictures of the ending screen with Mario snoozin' back in the day (I was like 6 or 7 I think) because I was so proud of beating the game.  I still have the pictures too, in some old family photo album.

-Mike

Yuvraj Jun 13, 2006

Angela wrote:
XLord007 wrote:

I hope that doesn't happen.  Super Mario Bros. 2/USA sucked.  I'm sorry, but it did.

Two against one, pal.  So far, anyway.

How's about the rest of you?  Pro SMB2 or anti?

Hell, pro! Xlord must be confused with Super Mario '4', where mario turned into a ball...haha.

GoldfishX Jun 13, 2006 (edited Jun 13, 2006)

SMB2 was fun when it came out (it was great always going to the houses of the kids who had it in elementary school), but I don't think it has the extensive replay value of the rest of the series and I get bored by the middle of world 2 with it nowadays.

It did have some great bosses though (Wart and Fryguy).

I didn't have any complaints with the controls though...I think SMB2 handles better than New SMB, actually...Aside from Luigi and his flailing-legs jumping.

Ryu Jun 14, 2006

GoldfishX wrote:

SMB2 was fun when it came out (it was great always going to the houses of the kids who had it in elementary school), but I don't think it has the extensive replay value of the rest of the series and I get bored by the middle of world 2 with it nowadays.

I'll admit that SMB was played extensively by me back in the day, but that was due to the fact that it was all I had for a while, outside of Duck Hunt and Track Meet.  However, when it comes to retro replayability, SMB2 (US) beats the original for me---I'd much sooner replay through SMB2 than replay SMB, and that's quite true considering I played through and enjoyed Super Mario Advance, the GBA SMB2, while never replayed through the Animal Crossing offering of SMB.  I'm certain it will be true when comes the Wii Virtual Console (although Punch-Out! will win out over either of them easily).

Amazingu Jun 15, 2006 (edited Jun 15, 2006)

Very much PRO SMB2 USA.
Hated the Japanese sequel with a passion.

and:

Yuvraj wrote:

Xlord must be confused with Super Mario '4', where mario turned into a ball...haha.

THAT game ruled too.

Daniel Jun 15, 2006

Yep!!! SMB 2 was ALLLL a dream in marios head!!!  Awesome, im definately PRO for that game.  Got my DS LITE on sunday right along with NSMB.  I have to pinch myself sometimes to tell myself that I'm playing a BRAND NEW 2D mario platformer.  Its about time.  Enough with those stupid Mario spin offs!  Masterpiece of a game, I'm at world 6 now!

SonicPanda Jun 15, 2006

Subcon Mario Bros? Good stuff. Even played a challenge hack for it all the way through. Princess was the only character worth playing as, though.

XLord007 Jun 16, 2006 (edited Jun 16, 2006)

Well, I just completed New Super Mario Bros. with everything unlocked.  This game is hard to rate for a few reasons: it's too easy, too conservative, and doesn't really offer anything new, but it's also incredibly well designed, addictive, and extremely fun to play.

I really love the sense of weight Mario has in this one.  It makes landing a set of jumps off of enemies very satisfying.  I also adore the addition of the wall jump which is easily the best addition to this game.  It adds many interesting life-saving possibilities and alternative ways of progressing, and kudos to Nintendo for forcing you to find a second wall after your initial jump and not letting you return to the first wall (that style works fine for MMX, but it would make this game far too easy if it were here too).

In terms of power-ups, Mini Mario and his unique physics are cool, but Mega Mario and Shell Mario are mostly pointless.  The former serves just to collect 1-ups (which are far too easy to get as it is) and the latter is seen so rarely that it becomes more of a "oh, I need to use Shell Mario to get to that alternate exit -- now where the frick do I find the power up?"  I did have fun bouncing through the whole of World 3-Ghost House in shell form, but other than that, Shell Mario didn't get much play on my DS.

Overall, the most significant accomplishment of New SMB, IMO, is how Nintendo managed to design an all-new 2D Mario game without sacrificing the ability to "race-bounce" through stages.  It's good level design, it adds replay value, and it's much appreciated.

Is New SMB a contender for Game of the Year?  No, but it's damn good, and I had a damn good time playing through it.

Zane Jun 17, 2006

XLord007 wrote:

This game is hard to rate for a few reasons: it's too easy, too conservative, and doesn't really offer anything new, but it's also incredibly well designed, addictive, and extremely fun to play.

I agree with you, but I disagree with the bolded part. I think Nintendo took some old stuff and made it feel fresh and new again; like that HUGE Wiggler that carries you through a whole stage, for example. They put spins on the mushroom platforms, the eels from SM64, etc. It offered new stuff by taking older concepts and expanding on them.

Angela Jun 18, 2006

Amazingu wrote:

Very much PRO SMB2 USA.
Hated the Japanese sequel with a passion.

I remember never getting too far in The Lost Levels in All-Stars.  Out of gaming principle, though, I picked up the GBC Super Mario Bros. Deluxe later on in 1999, and completed it.  Then I went the extra mile and completed the entire "Challenge" mode and the Boo races. 

I was so burnt out after, that I don't think I've ever touched the original SMBs since.  o_O

Zane Jun 26, 2006

As of last night, I finally completed NSMB with three stars. Some of the secret exits pissed me off to the point of FAQ'ing, but other than that it was a really enjoyable and fun gaming experience.

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