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Forums - Nintendo - OPINION: The Worst Mechanic In Modern Mario Games

The Star Coin/Green Stars. Let me explain myself...

Collectability done right

Super Mario World - When I play a game like Super Mario World, for example, the Dragon Coins (aka Yoshi Coins) were collectables and added replay value later on if I wanted to hunt for a secret or just 100% a level. It was a cool add-in that, while didn't do much, also didn't hinder the players enjoyment -which we will touch on later.

New Super Mario Bros. (DS) - In the original New Super Mario Bros. for the Nintendo DS (unsure of NSMBWii or NSMBU) Star Coins acted very similarly to the Dragon Coins in SMW except they added value by unlocking Toad Houses and Alternative Levels. If you wanted to progress through the game these coins weren't going to stop that. You could play every world by playing the game without coins and thus not sacrificing replayability. 

Collectability done wrong

New Super Mario Bros. 2 -  What does NSMB2 do different from its predecessor? Well for the most part it functions very similar to the first -that is, of course, until you beat World 8. After World 8 you reach World 9 (aka Star World), which is fine... until you realize you cannot access any of the levels until you pay up 90 Star Coins... When I first beat NSMB2 I beat myself up for ever spending Star Coins after seeing that. And a game like this should not make you regret playing the game it is (supposedly) intended to be played as. On top of that, if you're a more informed individual who did know ahead of time about the 90 Star Coins, chances are you'll play the game more conservatively in order to have immediate access to Star World at the end of the game. However, if you did infact play the game blind you'll be forced to go back to all of the older levels to get the Star Coins. Which REALLY sucks if you had intended to save them for when you wanted to replay levels. Now you're being forced to just to gain access to a few more levels. Why is that an issue? That is because you aren't going to have fun if you're being forced to look for secrets at the end of the game. Instead it's just a weak and shallow way to extend the games play-length. 

Super Mario 3D Land/World - A similar issue happens in these games that plague NSMB2. It isn't as bad but being the lesser of two evils doesn't make something bad acceptable. In this game, towards the end, level progression is dictated through Green Stars you collect (which function the same as Star Coins). Typically the levels at the end of the game require upwards of 240+ Green Stars to gain access through the level -to be fair that only really equates to about 10-15 at that point. What makes this a pain is for reasons listed previously, but unlike NSMB2, you will keep encountering these level barriers continually throughout. This can make the game feel repetitive, because unlike NSMB2, when you unlock a level you will inevitably have to unlock another which means you'll have to travel back and forth in order to get the proper number of stars each time. Thankfully this game has a few buffers such as the Captain Toad missions and the weird challenge cube thingies to make up for that in World.

 

But yeah, do you agree or disagree? Feel free to add your thought down below




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mZuzek said:
Wow. I haven't played NSMB2, but that does sound awful.

I guess in SM3DW (don't know about Land) it's a little bit better since at least you don't spend your stars on anything, and at least until beating the "regular" game (World 8), they don't require you to get too many.

Land was good about it until the end. And yeah, at least there are no side areas that will eat up your Stars early on



Making collectables a mandatory is something I disliked.. I haven't played NSMB2, but I did come across this problem in 3D World

However, that said, each level has 3 Green stars, so it's really easy to get enough to progress. I usually only lacked like 2-4 green stars reaching the end, so replaying a level putting a tad more effort is enough to progress smoothly



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Why is this an issue? In literally any other game, you're forced to either collect things or accomplish tasks in order to unlock optional bonus content. What you're describing is basically a non-issue.



bet: lost

HylianYoshi said:
Why is this an issue? In literally any other game, you're forced to either collect things or accomplish tasks in order to unlock optional bonus content. What you're describing is basically a non-issue.

Haven't played NSMB2, but I believe the complaint is requiring collectables to play levels. I think OP is annoyed at going through a game, and finding that he has to replay basically the whole game just to access the final bonus world, as opposed to simply having it be a reward for beating the game or letting the player know beforehand that they will need to garner a certain amount of collectables to access bonus levels.



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The timer ticking down in SM3DW. The old SNES mario had much more time, and there was less to explore.

I dont mind its a race, and it tracks how fast you do it, but I think its silly you can run out of time and have to try again. It limits gameplay for people that might want to just take abit of time to run around and explore things.



Lack of analogue control. So regressive.



You can spend Star coins? On what?



I hate any type of forced collectable. If I enjoy the game enough, I will go back and collect. If I want a neat extra, I will collect. But if the collection is tedious and not worth the effort, I will pass...DO NOT FORCE IT ON ME!!!

Seriously nothing ruins a game more than a forced collection mission that only exists to create the illousion of more content through repetitive gameplay.



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Xxain said:

You can spend Star coins? On what?

Access to Toad Houses, alternative levels, etc.