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Forums - Nintendo - What does NSMB for Wii U need?

I enjoyed NSMB Wii, and while it is a quality game, it feels like the game was overall very uninspired. There was no online mode the music was cheesy and the production values were lacking compared to other Nintendo staples. We will have to wait until E3 to see what Wii U's entry will bring, but with the sequel coming to 3DS first, it might give us an early idea of what we can expect with Wii U's.

The early demo at last years E3 looked lame. It looked like the Wii game. Imagine a game in the scope of SMB3 or even SMW with production values of Galaxy, The game could be even more massive, and with Wii U's hardware capabilities, why not? Eliminate the Mii's from the Mushroom Kingdom.

IGN had a similar topic, but they want a 3D Mario game, which is all good, but I'm talking about 2D Mario here. What do you guys want out of this game, and just as important what don't you want?



Bet between Slimbeast and Arius Dion about Wii sales 2009:


If the Wii sells less than 20 million in 2009 (as defined by VGC sales between week ending 3d Jan 2009 to week ending 4th Jan 2010) Slimebeast wins and get to control Arius Dion's sig for 1 month.

If the Wii sells more than 20 million in 2009 (as defined above) Arius Dion wins and gets to control Slimebeast's sig for 1 month.

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I agree that the game looked very uninspired. I don't think anyone really wants to play the game as their Mii, people buy Mario games to play as Mario, so I'm not sure what they are trying to do there. Also, it looked just like NSMB Wii. By that, I mean graphically and art direction. I was hoping Nintendo would change Mario's art style around some time. They always did back on the NES/ SNES/ and so on, but now it all looks the same. I really hope we get online co-op with up to four people because it could be fun to play with friends who are not always in the same room as you. Also, I really want a fully fledged level creator so that we can keep playing even after we beat the game. Maybe Nintendo could let us vote for the levels we like, and then have an online leaderboard to see the best ones. Besides that, go back to the Super Mario World overhead map. Having paths branching out all over, have secrets everywhere, and be creative.




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I couldn't have agreed more.



Bet between Slimbeast and Arius Dion about Wii sales 2009:


If the Wii sells less than 20 million in 2009 (as defined by VGC sales between week ending 3d Jan 2009 to week ending 4th Jan 2010) Slimebeast wins and get to control Arius Dion's sig for 1 month.

If the Wii sells more than 20 million in 2009 (as defined above) Arius Dion wins and gets to control Slimebeast's sig for 1 month.

You said it best with this, "Imagine a game in the scope of SMB3 or even SMW with production values of Galaxy."

Edit: How about a mode where you can change certain aspects to make the game easier or harder (mostly harder). Such as changing the amout of enemies, time or powerups in each level. Or change the size of platforms and the speed at which they move or rotate. 



 

 

 

Frog Mario.

Seriously, it needs the same level design as always. An overworld instead of separate worlds would be nice too. But production values... what is this anyway?

I think this is gorgeous, but doing the same for Mario would be strange... I say keep it simple. 2D Mario has always been about simplicity in looks and sounds.



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Music needs to be more themed and not so...boring... Same goes with the visuals.

And I miss the over-world from SMW. NSMB has overworlds just for the sake of combining level themes, but SMW had one continuous over-world that changed and wasn't necessarily grouping only similar level types together. It felt more dynamic and more like an adventure traveling through that world.

I feel like Nintendo blatantly puts no work into their 2D Mario games anymore. = Then again... I feel like a lot of their 3D properties have been overcooked recently (Skyward Sword). Now that I think about it, I've been disappointed with almost all of Nintendo's offerings for the last number of years. Oh well..



I wanna play it MY WAY.

Completing Super Mario World in 12 levels, or otherwise completing the game while ignoring switch palaces, gave the game a sort of "choose your own damn difficulty" feel. It gives the game re-playability, even now. I want that.

EDIT: After researching the above, I was disgusted to see guides suggesting that people get the secret exit from Star World 5 by using a blue Yoshi. I fucking caped it after popping a P-block / coin snake, and hoped that my judgement was good enough to swoop up through that one-block gap in the ceiling. This just goes further to demonstrate that the game was exploitable enough to allow such choices, even if I AM now rather peeved.



WHERE IS MY KORORINPA 3

NSMB on the whole has been a disappointment for me, because instead of being a true successor to the originals, it's just a lazy mishmash of elements from Mario 1-World and relies mainly on nostalgia to keep gamers interested.

How about introducing some completely new gameplay elements, and not just a couple of new suits that suck hard (penguin especially).



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.

NightDragon83 said:
NSMB on the whole has been a disappointment for me, because instead of being a true successor to the originals, it's just a lazy mishmash of elements from Mario 1-World and relies mainly on nostalgia to keep gamers interested.

How about introducing some completely new gameplay elements, and not just a couple of new suits that suck hard (penguin especially).

How about you use this thread to tell us what those new gameplay elements should be



WHERE IS MY KORORINPA 3

Gnac said:
NightDragon83 said:
NSMB on the whole has been a disappointment for me, because instead of being a true successor to the originals, it's just a lazy mishmash of elements from Mario 1-World and relies mainly on nostalgia to keep gamers interested.

How about introducing some completely new gameplay elements, and not just a couple of new suits that suck hard (penguin especially).

How about you use this thread to tell us what those new gameplay elements should be

For starters, how about a new way of finishing off each level instead of the tired "flagpole", and some nice bonus levels too.

Second, introduce a new suit/powerup that plays an integral part in level design and gameplay, the same way the leaf / raccoon suit in Mario 3 was a game-changer, and the introduction of Yoshi in Mario World plus the cape and spin jump opened up even more gameplay elements.

Third, give us a unique over world on the scale of Mario World that allows for all kinds of secrets, branching paths and exploration, rather than the incredibly linear overworlds currently featured in NSMB that basically just serve as a placeholder between stages.



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.