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Old Jul 1st, 2009, 06:01 PM       
Quote:
Originally Posted by Ant10708
Whats so bad about new super mario bros for ds?

i thought it was alot of fun
Nothing is wrong with it. It's just that little is right with it either.

The new power-ups are a mish-mash of good and bad. The Big Mushroom, the one whose enhancement is pictured right on the box, is worthless. You get to tear through the scenery off a level, but rarely does this accomplish anything. It's fun the first few times until you realize you're just robbing yourself of the level design. The Blue Shell is a great power-up, probably the best in the game. It has one major flaw though: It's activates automatically. You can't run in the thing without having Mario start spinning. Why? They should of made it so it's activated by pressing down. That way you could play normally and only use it when you want. The one that does feel great, The Mini Mushroom, is ultimately irrelevant to actual gameplay. It's only used to unlock secret paths. Otherwise, it doesn't serve any purpose.

Speaking of Secret Paths, how annoying is it that so many require the Blue Shell or Mini Mushroom (short from now on with BSh and MMu)? You end up in a level getting all the Star Coins and Secret Exits, only to find out that you need either the BSh or the MMu. This wouldn't be so annoying if the items were readily available. There are only like 2 levels with MMu's in them and none (that I know of) with BSh's. That's bad game design. Most of the levels in SMB3 and SMW made it possible to pick up whatever power-up you might need within the level in the level itself. DKC 2 is the master of hiding secrets in levels without annoying the player. How did they screw up here?

The music is none too great either. The Main Overworld theme is annoying as hell. The constant chanting is far too obtrusive my focus on the game. The other themes fare a bit better, but are no match for the greatness of the classic games (don't give me a dirty look. Galaxy has an amazing ST. There's no reason why NSMB couldn't have had one too). I do like that the enemies dance to the main theme.

The levels themselves are obviously the big complaint. They are not very interesting as a whole. Occasionally there comes a level that is actually interesting or challenging (like that castle where there are spike balls dropping at you, or the water levels with a Big Bertha enemy giving chase), but for the most part they are just there. I can remember nearly every level from SMB3 and SMW, but very little from NSMB. I don't think that has to do with nostalgia either, since NSMB came out in '06, so I should be waxing nostalgic about some part by now. It's simply adequate level design. Very little stands out, few chances are taken or expanded upon.

I don't hate the game. I had fun with it. The problem is that I can't have fun with it again. SMB3 and SMW are insanely replayable. NSMB isn't.

Quote:
Originally Posted by Dimnos
No it just proves that people see 2D objects as 2D.
If you go to an older person and talk about Mario, do you think they'll start talking about Wing Cap's and Charles Martinet's voice, or about Fire Flowers and the Boing Boing sound? Conan certainly remembers him as the Boing Boing sound.

Quote:
Originally Posted by Dimnos
What improvements do you want? 3D?
Interesting level design (don't the levels in that preview look to repeat a bit too much? (probably to sustain the experience for multiple players), Great Music, Useful Power-Ups (actually, this one seems to be granted.), and a good feeling Mario (he didn't feel anywhere near as smooth in NSMB as he did in the previous games).

I don't think it's too much to ask for Nintendo's highly paid and talented design teams to be able to beat games that were released over 15 years ago, on inferior hardware, made by like 10 guys.
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