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theRepublic said:
hsrob said:
Gnizmo said:
The_vagabond7 said:

If you really think that the wii has trouble rendering 7 or 8 goombas at a time, or can't "process" having more somewhere in the level waiting for you, I'm guessing you don't really know how computer specs work either. The wii isn't a beast by any stretch of the imagination, but come on, look at the game!

 

 

 

That is not the pinnacle of what the wii can handle! Do you think those koopa troopers are more complex than the enemies in the conduit? Really? You think those teeter totter physics are more intense than those of Boom blox? Or is it the combination of the teeter totter physics with the koopa troopa, and keeping track of which direction those coins are moving that is really pushing it?

The best explanation I can think of is they looked at it in terms of network latency. The Wii couldn't handle all of that and keep an acceptably low ping under most circumstances. Some games handle some slow down better than others, and NSMBWii does require twitch reflexes on occasion.

Besides the explanation of wanting to focus on local multiplayer I think this is the only reasonable explanation for not including online.

Have played 232 hours on Mario Kart (most of it online) I can very much see how the kind of problems seen in it's online could reek havoc on a 2D Mario game and before you say it I have decent internet with low ping. 

In Mario Kart I can't count the number of times that I have crossed the line in first place only to discover i've actually finished second or third.  I once spent an entire race against one other person comfortably holding off their challenge but wondering why they didn't use their red shells to then discover i was the one actually sitting in second place for the entire race.  Weapons, particularly shells, can be extremely unreliable online, I've had shells materialise under the wheels of my kart, karts appear in front of my eyes as if from no where but in the end Mario Kart still works because it still has one very basic principle to fall back on.  Weapons might play a role in the game but if latency causes issues with collision detection and precise positions of characters and items on the track the game can still rely on ye olde, who get's from point A to point B the fastest.

This simply wouldn't be good enough in a competitive or cooperative game of NSMBWii because it's not about who gets from point A to point B the fastest.  It's primarly about interaction with the other characters and items on screen in a very precise fashion.  What happens when your partner throws a koopa shell against a pipe which rebounds and kills you even though the koopa is still walking undisturbed on your screen?  What happens when the game goes to recalculate the precise positions of the four characters on the screen and discovers that the leading character and trailing character are actually four screens apart?

Now maybe someone who knows more about network latency and how Nintendo handles it's online can tell me that these problems could be overcome in NSMBWii but these are the problems that first occured to me when I thought about the possibility of online on in this game.

Bingo.  Great post.

Thanks.  At least one person read it.