Okay then - I will be playing the DS version first. Sweet.
It's not a sequel in the sense that you need to play the DS one first. But sure, play it it's a good game despite what many say. Just not on NSMBW level :P
My anal retentiveness disallows me from playing games out of order.
Idx86 on
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
Okay then - I will be playing the DS version first. Sweet.
It's not a sequel in the sense that you need to play the DS one first. But sure, play it it's a good game despite what many say. Just not on NSMBW level :P
Probably better to play DS first just from an escalating quality standpoint. NSMBDS is a great game, but I can see how some people might be let down if they first played it after finishing NSMBWii. Such as going from eight Koopa brats to just the one.
...and now that I'm caught up, it becomes apparent that others had come to the same realization I had on the matter.
LBD_Nytetrayn on
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
I thought i'd found all the coins in world 7, but it turns out i'm missing an entire stage, 7-6. I assume it is a secret exit but from where? None of the levels have red markers.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I thought i'd found all the coins in world 7, but it turns out i'm missing an entire stage, 7-6. I assume it is a secret exit but from where? None of the levels have red markers.
I think the red marker only indicates that you haven't beaten a stage at all, not that you haven't found an exit. That's kind of unfortunate, and I seem to recall Super Mario World having a different color to indicate that a level was unbeaten, completely finished, or finished but still missing a secret exit. Or maybe I'm crazy and that was a different game. It's been a long time.
forty on
Officially the unluckiest CCG player ever.
0
Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited January 2010
SMW levels were either marked gold or red, with red indicating levels with a secret exit. That was about it.
That made Forest of Illusion a bit awesome since all the levels were red and you're like wtf.
Oh right, that's how it worked. And of course you could tell if you had found both exits in a level since there would be two paths leading out of the stage if you had and only one if you hadn't. I knew there was some way to tell at a quick glance in each world what you might be missing.
Oh right, that's how it worked. And of course you could tell if you had found both exits in a level since there would be two paths leading out of the stage if you had and only one if you hadn't. I knew there was some way to tell at a quick glance in each world what you might be missing.
Except the Forest of Illusion (and Star Road), where the paths doubled back and were generally obnoxious (and awesome, obviously).
Also, 9-7 is easily the hardest level in this game.
enlightenedbum on
Self-righteousness is incompatible with coalition building.
Oh right, that's how it worked. And of course you could tell if you had found both exits in a level since there would be two paths leading out of the stage if you had and only one if you hadn't. I knew there was some way to tell at a quick glance in each world what you might be missing.
Except the Forest of Illusion (and Star Road), where the paths doubled back and were generally obnoxious (and awesome, obviously).
I could swear that each exit still unlocked a new path, even if it looped back (at least one level in world 7, the Cocoa Mountains or whatever, had an exit that gave you a path that just went in a circle back to the same level).
Did the regular exits in Star Road not open any paths?
New Super Mario Bros. Wii
Suited player number is:
Single: 9%
Multi: 91%
Unless your goal is finishing the game, I guess. That World 7 Castle boss fight did not look like it had enough room to sustain a healthy 4-player environment.
Huzzah! Cleared the game with my wife in two player mode throughout. And no divorce papers served! That last Boss was I'm sure being made significantly harder by having two people, the thought of four players attempting it chills me. Still lots of star coins and secret exits to collect though. Our single star shines brightly as we triggered no super guide, though slight bubble abuse may have helped with that. We figure the advantage of the bubble is offset by the disadvantage of the constant getting in each other's way the rest of the time.
Checked out the super skill videos for the first time. That first Yoshi level with the constant Luigi juggling was hilarious! I'd have never thought a video of someone playing through a Mario level could reduce me and my wife to hysterics.
And of course I can now look forward to the significantly different experience of a solo run. Excellent.
Huzzah! Cleared the game with my wife in two player mode throughout. And no divorce papers served! That last Boss was I'm sure being made significantly harder by having two people, the thought of four players attempting it chills me. Still lots of star coins and secret exits to collect though. Our single star shines brightly as we triggered no super guide, though slight bubble abuse may have helped with that. We figure the advantage of the bubble is offset by the disadvantage of the constant getting in each other's way the rest of the time.
I don't think you can trigger the super guide in multi-player.
In my quest for 100%ing the game, I've found that at least a couple secrets are very cheap, DKC-style. Thankfully, overall most of the secrets are well designed like in DKC 2.
forty on
Officially the unluckiest CCG player ever.
0
Brainiac 8Don't call me Shirley...Registered Userregular
edited February 2010
Ugh, I hated the DCK secret areas...most of them were nigh impossible to find unless by accident or jumping into random holes. :x
So the other night I was playing this with my little cousin, 3 or 4, and kept telling him to go left and showing him to hit the left part of the D-pad, and for about 15 minutes I kept wondering why he was walking off screen. It didn't hit me til he handed the controller to his older sister and said "GO LEFT!!!!!"
So the other night I was playing this with my little cousin, 3 or 4, and kept telling him to go left and showing him to hit the left part of the D-pad, and for about 15 minutes I kept wondering why he was walking off screen.
It didn't hit me til he handed the controller to his older sister and said "GO LEFT!!!!!"
So the other night I was playing this with my little cousin, 3 or 4, and kept telling him to go left and showing him to hit the left part of the D-pad, and for about 15 minutes I kept wondering why he was walking off screen.
It didn't hit me til he handed the controller to his older sister and said "GO LEFT!!!!!"
I don't get it.
It wasn't really a joke, I just didn't really hear myself saying go left. It didn't run through my mind that I was wrong until I heard another person say it out loud.
9-2 almost killed our relationship. However, now we walk away the victors I feel we have become stronger in our shared triumph over adversity and mutual hatred of that bloody fish bastard.
Oh right, that's how it worked. And of course you could tell if you had found both exits in a level since there would be two paths leading out of the stage if you had and only one if you hadn't. I knew there was some way to tell at a quick glance in each world what you might be missing.
Except the Forest of Illusion (and Star Road), where the paths doubled back and were generally obnoxious (and awesome, obviously).
I could swear that each exit still unlocked a new path, even if it looped back (at least one level in world 7, the Cocoa Mountains or whatever, had an exit that gave you a path that just went in a circle back to the same level).
Did the regular exits in Star Road not open any paths?
It was one of the Chocolate Island courses in Super Mario World, either 2 or 3. If you don't know the secret, it's an unholy bitch of a level to get through.
As far as the Star Road courses, the regular exits didn't do anything except count towards your exit total, until you got to Star World 5, where the regular exit linked the path into a complete star, while the key exit unlocked the Special Zone.
Yeah, that one was definitely a Guide Damn It. There must have been a conspiracy between game developers and magazine/strategy guide publishers. Thankfully I had a Nintendo Power subscription back then and was provided with the awesome Mario Mania guide.
I do think that was a rather cheap-ass era in game design, and I much prefer some of today's games that are reasonably 100%able without much, if any, looking stuff up.
Or the level on the bridge in SMW where the secret exit is obtained by flying under the first goal and finding the second goal behind it.
I remember finding that one by myself as a young tyke. The only way I knew something was there was because I had rented the game (before buying it of course) and someone else had already opened it up on their save file.. otherwise I'd have never found it.
Didn't that secret area have a lot of arrow signs pointing underneath the normal goal anyway? Kind of an obvious hint, I think.
Not coins, but after you walk through the goal, there is an unusually large amount of objects past the first goal post during mario's little victory strut.
Ugh, I hated the DCK secret areas...most of them were nigh impossible to find unless by accident or jumping into random holes. :x
The walk-through walls? Almost every one of them had some kind of visual clue that something was different about them.
The only one I felt was cheap (so far) was the 7-fort one.
But I believe Brainiac was referring to the ridiculous hidden areas in DKC which were hidden basically arbitrarily.
Yeah, I had to use the castle's guide on that one. That and some of the ghost houses were the only ones that bothered me, and the giantbomb demonstration showed me one of the latter anyway.
EmperorSeth on
You know what? Nanowrimo's cancelled on account of the world is stupid.
Posts
My anal retentiveness disallows me from playing games out of order.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
This, because NSMBWii is such a better-made game it'll be harder to enjoy NSMB DS if you play it second.
Pokémon HGSS: 1205 1613 4041
World 9 is basically Star Road.
Believe it or not, I actually thought 9-7 was tougher to beat than 9-8.
Steam ID: Good Life
Bowser Jr., not Baby Bowser. ;P
Probably better to play DS first just from an escalating quality standpoint. NSMBDS is a great game, but I can see how some people might be let down if they first played it after finishing NSMBWii. Such as going from eight Koopa brats to just the one.
...and now that I'm caught up, it becomes apparent that others had come to the same realization I had on the matter.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
iirc
Steam ID: Good Life
That made Forest of Illusion a bit awesome since all the levels were red and you're like wtf.
Except the Forest of Illusion (and Star Road), where the paths doubled back and were generally obnoxious (and awesome, obviously).
Also, 9-7 is easily the hardest level in this game.
Did the regular exits in Star Road not open any paths?
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Unless your goal is finishing the game, I guess. That World 7 Castle boss fight did not look like it had enough room to sustain a healthy 4-player environment.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Checked out the super skill videos for the first time. That first Yoshi level with the constant Luigi juggling was hilarious! I'd have never thought a video of someone playing through a Mario level could reduce me and my wife to hysterics.
And of course I can now look forward to the significantly different experience of a solo run. Excellent.
In my quest for 100%ing the game, I've found that at least a couple secrets are very cheap, DKC-style. Thankfully, overall most of the secrets are well designed like in DKC 2.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
I don't get it.
2D anyway
Edit: thats what I took out of his post.
It wasn't really a joke, I just didn't really hear myself saying go left. It didn't run through my mind that I was wrong until I heard another person say it out loud.
It was one of the Chocolate Island courses in Super Mario World, either 2 or 3. If you don't know the secret, it's an unholy bitch of a level to get through.
As far as the Star Road courses, the regular exits didn't do anything except count towards your exit total, until you got to Star World 5, where the regular exit linked the path into a complete star, while the key exit unlocked the Special Zone.
I can has cheezburger, yes?
But I believe Brainiac was referring to the ridiculous hidden areas in DKC which were hidden basically arbitrarily.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
I do think that was a rather cheap-ass era in game design, and I much prefer some of today's games that are reasonably 100%able without much, if any, looking stuff up.
I remember finding that one by myself as a young tyke. The only way I knew something was there was because I had rented the game (before buying it of course) and someone else had already opened it up on their save file.. otherwise I'd have never found it.
Not coins, but after you walk through the goal, there is an unusually large amount of objects past the first goal post during mario's little victory strut.
Pokemon Safari - Sneasel, Pawniard, ????
Yeah, I had to use the castle's guide on that one. That and some of the ghost houses were the only ones that bothered me, and the giantbomb demonstration showed me one of the latter anyway.