I am a man of a few friends. Well, actually no, I have
many friends, but the friends I can see in person are few. Don’t act
like you don’t have Internet friends too. Most people I met during college and
university, I don’t hear about them much anymore. However, whatever friendships
I could salvage from my high school days, I managed to keep. And to this day, I
still see these friends. There is, of course, the Pokémon fanatic I often
mention in passing, but there’s also a guy who’s a lot more active than I am,
who I see maybe three or four times a year, at most. And every time he comes
over, he has one request: Play New Super Mario Bros. Wii. He just loves that
game, and we played through it (granted, we would take shortcuts), even beating
it pretty quickly. Don’t ask us to get 100% completion just yet, we don’t see
each other often enough for that.
Following the massive success of the 2D/3D platformer
New Super Mario Bros. for the Nintendo DS (which I reviewed previously), Shigeru Miyamoto and everyone else
at Nintendo decided they could continue on this way; more 3D throwbacks to the
retro 2D Mario platform games. And thus came out New Super Mario Bros. Wii.
Also one of the games that barely uses the Wii’s motion detection, with the
remote being held horizontally; and the motion detection itself is used when
one of the characters, mid-jump, wants to spin, which activates the ability of
the Propeller Mushroom. Or when a character wants to pick up something large,
like a barrel, a frozen enemy, or a Toad. There are some other gimmicks that
require tilting the Wii remote. The game also features a number of new
power-ups. Of course, it’s just another Mario platformer, so I won’t exactly
have much to say about the plot.
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"Mario, is it possible that all the gifts for my birthday are actually gifts
for you? I don't see myself using the Penguin suit anytime soon..." |
It is Princess Peach’s birthday, and her two plumber
heroes have joined the party. A huge pile of gifts awaits the inevitable
unwrapping. Among those gifts, large boxes show two new power-ups: The
Propeller Mushroom and the Penguin Suit. Oh and yeah, there’s actually a third
new Power-Up, the Ice Flower. Well, that’s neat! Though, why would those be
offered to Peach? I mean, Mario and Luigi are the ones who would use them,
right? Oh, but wait, here’s the pièce de résistance: A giant cake! Man, there’s
enough in there to feed the entire goddamned kingdom! And how nice, the bakers
decorated it with the scalps of the Koopalings, to celebrate the innumerable
victories Mario has had over Bowser! Uh… Wait a second…
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SURPRISE! |
The Koopalings (and Bowser Jr.) come out of the cake,
then they throw the cake on Peach and run away with her. No wait, you got that
all wrong. You put someone INTO the cake to surprise the person having their
birthday, you don’t put the person having their birthday into the cake, and… Also, no, this cake looked too good to be a lie. It was probably a real cake, just they used it for the attack, except now they're all sticky with cake and whipping cream- Wait, what the Hell am I saying? We gotta go after them! So Mario, Luigi and two Toads
decide to chase after the Koopalings (and Bowser Jr.)!
For the plot… that’s it. There really isn’t much else.
From this point on, Mario (and, in multiplayer mode, Luigi, the blue toad
and/or the Yellow Toad) just plays through the levels, enters fortresses,
battles a mid-boss, completes a few more levels, enters the word’s Castle,
battles the boss, moves on to the next world. With the occasional Airship mixed
in.
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World 2, with a shifting sand lake. |
The “New Super Mario Bros.” sub-series as a whole
calls to mind the aesthetic choices of retro Mario platformers, mixing Super
Mario Bros. 3 (with Toad Houses on the map, although there were only two
different Toad Houses back then and there are three now) and Super Mario World
(with the Ghost Houses). However, this Wii game takes things a step further
from its Nintendo DS predecessor by including the “map enemies” from SMB3 as
well as the famed Airships. Now, all we need is a giant map that encompasses
all the worlds, like Dinosaur Island. Also, whereas NSMB has the “one saved
item” mechanic from SMW (though you could access it anywhere, even in the middle
of a level), NSMBW actually uses the “bank of saved items” from SMB3 (which can
only be used on the World Map), and actually improves on the concept in certain
ways. It’s partly a downgrade as SMB3 had many peculiar items that could be
collected like the Warp Whistle, the Hammer (not the Hammer Suit, just the
Hammer), the P-Wing and the Lakitu Cloud (to skip a level), and here all you
can collect is power-ups.
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Wait, if Luigi is the Super Guide, does that make Luigi
better than Mario? Awesome! |
This game also includes the first Super Guide, a
gameplay mechanic that appears when you lose more than eight consecutive lives
on the same level. The advantage is that if a level’s devilish layout proves
too difficult for you, you can see a guide that helps you through it. The
downsides, however, are enormous; if you so much as see the Super Guide block
at the beginning of a level, the completion stars on your save file will lose
their shine permanently. Yes, merely seeing the Super Guide show up means you
can’t technically ever get 100% completion. That’s… pretty terrible. This was
corrected in later games using the feature, making the save file stars lose
their shine only if the Super Guide is used, not if the block merely appears.
Also on a world map, sometimes a Toad bubble with
“HELP ME!!” will appear over a level. This is a side-quest of sorts where you
have to save a Toad by carrying him through a level. Yes, carrying, which means
you cannot take flight with the Propeller Mushroom, and you can barely defend
yourself from the enemies. This can be really difficult because these Toads to
rescue have a bad tendency to appear in levels that are already difficult. And of course, you can drop a Toad accidentally at any moment by
shaking the Wii remote (which, alright, Toads are sometimes so annoying I could
understand if you do it on purpose). Thankfully, the reward is usually worth
it; an extra life, and a new item Toad House appears on the starting point of
this world’s map. There’s also the roaming enemies on the world map; when Mario
bumps into one of them, he has to take part in a mini-game of sorts where one
or multiple copies of that enemy are placed on the screen, and Mario has to
collect eight Toad balls. If he succeeds, the enemies will be defeated
instantly, and a chest containing a Toad will appear; Toad will even give Mario
three Super Mushrooms for free! Oh thanks, this sure repays the life I may have
lost trying to save your sorry little ass!
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A completed Power-Up Panels mini-game. |
Well, on the other hand, a simple Super
Mushroom can make or break the start of a level, and decide whether or not you’ll
get a more helpful power-up in a question block… More power-ups can be found in the red Toad Houses;
there, you play a mini-game where Mario knocks panels on a grid, and the game
ends when he finds ether two Bowser symbols or two Bowser Jr. symbols. Whatever
pairs of power-up symbols you find become power-ups in your inventory. Then
there’s the green Toad House, which lets you gain extra lives, but it’s a lot
harder than in New Super Mario Bros (in which, with some luck, you could gain
12 1-Up Mushrooms!); here, you’ll be lucky if you gain more than two. Last but
not least, the yellow Toad House gives away an invincibility star. Always
useful when you need that boost at the start of a level.
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The enemies are clearly helping each other, why can't we? |
Then again, the major innovation here is the
multiplayer system that lets you play co-operatively with up to three friends.
Player 1 always controls Mario, but the others can choose either Luigi, the
Yellow Toad (affectionately nicknamed Wolley by the fans) or the Blue Toad
(nicknamed Yvan). You can of course choose to go the competitive route (by
having the players battle on the level to see who reaches the goalpost first),
but with the difficulty level in this game you’ll probably be better off
helping each other. Shigeru Miyamoto explained, at this game’s release, that
for a long time they had been trying to get a co-op multiplayer mode in the
Mario platformers, and it seems they did it the right way.
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Luigi, this is not time-a for a bubble joyride-a! |
Yeah, yeah. And they achieved such by using camera
tricks, zooming in and out depending on how far from each other the playable
characters are, and by allowing them to interact. As an example, characters can
pick each other up and throw each other. Yoshis can also take a character in
their mouth and throw him. Last but not least, when a character dies, he
reappears in Small form on the screen in a bubble and can be rescued, allowing
him to continue the level. Just be thankful they don’t bawl annoyingly like the
babies in Yoshi’s Island! Of course, if you prefer competition, two modes are
available: Free-For-All, where all the tricks are allowed and the winner is the
character who reaches the goalpost in every level, or Coin Battle, where the
winner is whoever has the most coins at the end of a level. You can also play in bonus coin courses in the Coin Battle mini-game.
Last but not least, if you really want to see
professional players and what they achieve in a level, head all the way back to
World 1; the doors to Peach’s Castle are open. In there, you can spend a number
of Star Coins to view either excellent exploits, tips to get many additional
lives (you’ll need those), or the path towards secret exits in some levels. And
really, isn’t the game complete until you’ve seen absolutely everything it has
to offer?
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And not a single warp whistle in sight. |
Every world in the game has a theme, as par for the
course for Mario games. You go through grass, desert, ice, islands, forest
(with bonus giants!), mountain, sky and, finally that little Hell-like place
Bowser always lives in, because apparently that’s the only place where he feels
at home. Once again, every level has three Star Coins to collect, a task that
has become pretty tricky with the large number of hazards. Hell, it’s much
harder here than it was in NSMB. Then, if you collect all the Star Coins in a
world, you unlock a level in World 9, a special level among the stars. There’s
one like this for each world, excluding itself. And you can also collect Star
Coins there.
Like I said, many levels have unique gimmicks, and
sometimes you need to adapt to the situation. A situation which you’ll usually
only know about once you enter the level! Of course, this adds a breath of
fresh air to the concept, as many 2D platforming Mario games wouldn’t play
around as much with the physics and enemy placement. NSMBWii features a wide
variety of enemies, old and new, and some enemies appear in a single level,
making them a sweet surprise. (P.S. Look out for the King Bills.)
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HOLY-!!!!! |
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Let's see what's behind door #2- wha? It disappeared! |
Also, I enjoy how the “special” levels (the
Fortresses, Ghost Houses, Castles and Airships) tend to tone down the enemies
themselves to focus on tough platforming. Ghost Houses follow the trend of
their predecessors from SMW and NSMB by being platformer puzzles, making you
search for the exit(s); the Boos often feel like an afterthought, though they
do add a layer of difficulty. Fortresses, Castles and Airships, while also
often containing enemies, also tend to be a greater challenge on a purely
platforming perspective. They concentrate on making the path towards the boss
significantly harder thanks to hazards (like spike balls, moving platforms and
lava). The bosses themselves would frequently be really simple, they follow the
same “stomp three times” rule of most Mario platforming bosses. The boss
battles, especially the Castle and Airship ones, add that little something that
makes the boss tougher… by greatly changing the layout of the boss’s room, once
again putting forward the platforming rather than the battling. It works on
both levels! And as a result, the final boss battle starts with a normal boss
battle, then moves on to a platforming-driven “true final battle”.
So… let’s talk about the bosses. One awaits at the end
of each Fortress, and when defeated there the boss just runs to the Castle to
hide and is faced a second time. Obviously the Koopalings CAN live through two
defeats without much trouble. After all, they are elite members of Bowser’s
army. And yet, it’s as simple as it can get: Every world has a Koopaling.
That’s it. One battle against the Koopaling in the Fortress, and then a second
battle against it, with Kamek changing the layout of the boss room, adding that
little edge. Then there’s Bowser Jr., who uses his own kid-sized Koopa Clown
Car; you fight him at the end of every Airship, all three of them.
Then his father awaits at the end of the final castle,
which is so large it fills the screen at the end of World 8. The level itself
feels actually bland compared to the rest of the game. The first phase against
Bowser could be a challenge if you choose to fight fair, but of course he has
that button that destroys the bridge he’s standing on. And you can easily press
it. The Princess, who had been waiting in a cage hanged from the ceiling,
reveals herself to be Kamek (Did you see it coming? Congrats, you’re part of a
very select club comprised of, oh, I dunno, 98% of everyone who’s reached that
part of the game!). Kamek uses his magic to make Bowser giant, and the next
part is Mario running away from his lifelong enemy. Gee, Bowser going giant?
Never seen that before!
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I know it's Baby Bowser, but it counts! |
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I mean, I'm not saying it's no longer creative, buuuuuut... |
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It's Bowsering Smash?
Wait, I think I got my references mixed up. |
Here, however, Mario has to escape Bowser’s giant
menace, and Bowser helpfully spits fireballs that destroy the walls in the way.
Even after this part, Mario has to jump his way across lava, on floating
platforms, to finally reach a second button, which he presses, sending Bowser
falling again. He’ll get better, he always does. Princess Peach is freed from
her cage. Mario and she leave the castle, and get into a balloon. Yvan, Wally
and Luigi in another balloon, and everyone heads home. Finally, we see the
Koopalings trying to wake their boss up, and when he does, the castle comes
crashing on him.
That’s the whole game. I went through everything there
was to see here; little to no plot, which explains the more analytical review.
So, how’s this game?
Hard. As in, really hard by Mario standards. I’m just
speculating here, but I’m under the impression that the folks who worked on the
level design for this game were attempting to do something that wouldn’t be too
easy for a 4-player co-operative mode, and not too difficult for a single
player. They achieved it, in part. I consider the game really difficult for a
single player trying to play through. Difficult? Yup. Challenging? Hell yes.
Impossible? Oh, no, not that bad. But definitely tricky. I’ve played through
it, though I haven’t collected all Star Coins yet (I really should get into
that at some point…).
The multiplayer mode works like a charm (but obviously
it takes some practice between you and your friends before you can form a team
good enough to overcome the obstacles). You can choose whether you’re helping
each other or competing. I strongly suggest co-operating, though. Well, unless
you want your friends to greet you with a phone book to the face. Wow, that
joke made me feel old for some weird reason. At least you should all agree on
what you’re going to do as a playthrough. And if you want competition, the game
offers Free-For-All and Coin Battles, so there’s not really much of a problem
here.
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Is everything better with penguins?
Well, it depends if it's an ice world or not. |
The new mechanics and power-ups are good. The physics
work really well. Shaking the remote between your hands to cause Mario to spin
mid-jump may seem like a near-useless thing (well, outside of activating the
Propeller Mushroom’s effect), but it may often save your life. The ice flower
works well, though its power takes a moment getting used to, and the Penguin
Suit is a welcome addition to Mario’s arsenal; it’s like NSMB’s Blue Shell
power-up, except better in a bunch of ways.
The Propeller Mushroom is not the best iteration of a “flight” power-up
in the series, but with some practice it can become a trustworthy item.
Hell, I even think putting Toads as playable
characters in a platformer is actually a good idea! It’s about time these guys
got a part of the spotlight, and if you’ve followed the Mario continuity these
days you know Toads became playable in more games after this one and Toad even got
his own game for the Wii U, Captain Toad: Treasure Tracker.
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So yeah, I do have a number of points of criticism.
-The difficulty, which makes some levels annoying to complete;
-A generic story, even by Mario standards;
-The annoyance of the Super Guide causing you to be unable to get 100% completion if it merely appears in a level;
-A lack of creativity in the worlds (it's the worlds of SMB3 all over again, just in a different order), and the lack of creativity for the bosses;
But in the end, this is a good game. Tough but enjoyable. I just… I just don’t care
much about it, honestly. It’s an excellent game, no doubt there, but I have
many more Wii games that I feel like completing more than this one. Chasing for
Star Coins is a great side-quest, and discovering all the secrets is a worthy
self-imposed mission. I just don’t feel attracted to the game. But you know
what, that’s just me. Go buy this game, have a blast, play with friends, have
your Mario adventure. It’s just not one that would rank among my favorites. I
think I even prefer Super Mario Galaxy. Come to think of it, I should review
that one someday…
Next Friday, a Top 12!
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