Review: New Super Mario Bros Wii
Posted 20 Nov 2009 at 04:52 by Tom Phillips
Wii Review
"Each level is a showcase for why Nintendo are so good at making Mario games." |
From the moment I started playing New Super Mario Bros. Wii, even in the short amount of time I initially got with the title (a demo of the game's first world), if you read my hands-on impressions, you'll know I was quickly hooked. After opening the lovely red-ness of the game's case and sitting down to play through the entire game, I was even more impressed. The game is good. Really, very good.
Each level is a showcase for why Nintendo are so great at making Mario games. A simple idea, such as the pillars of sand erupting from the ground in one course, is introduced and then evolved throughout the level. The game gets you used to the concept, then spins it around, pushes it (and you) further, until it leaves you flushed with satisfaction when you have it mastered perfectly. And then the next level is something completely different.
All the levels (and there a lot, with several secret ones popping up where you least expect them) are brand new, although many do involve concepts from previous Mario titles. They're different enough though to feel like pleasing nods back to older levels, rather than simple re-workings. The original DS New Super Mario Bros. and this Wii version share many similarities - the world layout for example, including levels punctuated by boss level castle stages, warp cannons, Boo Houses and Toad Houses for gaining power-ups - though everything seems evolved from its predecessor.
For starters, the game is definitely harder than its DS predecessor. In fact, it's one of the trickiest Mario games we've played of late. As such the "Super Guide" really is an excusable addition to give less experienced players a helping hand - and indeed if you don't need to use the feature, you'll probably never see it. To be clear on how it works, it appears as an item block at the start of a course if you fail more than eight times. You can then watch Luigi completing the level to give you some pointers, although you're able to swap seamlessly back to playing as Mario anytime throughout Luigi's play-through to get back in the action yourself.
It wouldn't be unfeasible to rush through the game and complete it in six to eight hours, but our completed save was a lot more than that. You'll find it impossible not to stop and try to collect those Star Coins, and replay levels to try and find all the secrets. Needless to say, we're still nowhere near fully completing it.
Power-ups are now accessible from an inventory you can pull-up anytime you're on the world map screen, allowing you to pick one of the many power-ups you've got in stock for the level ahead. Stuck trying to beat a boss just as regular Mario? Re-try the level with your funky Propeller suit on! Once again, power-ups are winnable in Toad Houses, though these now contain mini-games for you to play to decide which power-ups you get.
Large enemies now also stalk certain areas of the world map, dragging you into a fight level where you must defeat them and save Toads for a reward. Also new are the 'save the Toad' missions, where you re-play levels where a Toad has been hidden, and must locate him/her/it and then carry them to the exit to save them. Getting frustrated with a level? Need some more power-ups for your inventory? It's easy to wile away a good deal of time stocking up doing this sort of thing.
Control-wise the game's interface couldn't be more simple and intuitive to use. You are, after all, using the controls that have been Mario-standard for more than 20 years. D-pad to run, and then two buttons (1 and 2 here, rather than A and B) to run and jump. A shake of the Wii-mote gives you a spin jump, while the motion controls are sometimes used for angling platforms on-screen. The game has just the right number of power-ups, with regulars such as the Fire Flower, Star and Mini Mushroom making a return, alongside new items - namely the Propeller Suit and the brilliant Penguin Suit, which sees you gain grip on ice, more manoeuvrability in water, the ability to slide through enemies and blocks, and allows you to throw ice balls. Epic.
Graphically the game looks very polished, with smooth 3D graphics throughout, and all enemies rendered with a sheen of graphical polish unseen in any side-scrolling Mario game. The title also sounds a treat too, with some brilliant reworkings of classic themes, along with some catchy new ditties thrown into the mix as well.
The game isn't perfect, and as I wrote in my preview there are some small camera issues when in multiplayer, especially on the vertical castle stages - while others charge ahead, players can get caught behind. Also, the collectable Star Coins are no longer used up unlocking Toad Houses, instead unlocking movies of gameplay secrets, tips and tricks. By travelling to Peach's Castle (situated at the start of World 1), you can exchange your hard-earned coinage for videos of how to get unlimited 1-Ups in levels, or where the secret exits are. I was surprised Nintendo had chosen this to be the use for the Coins... this is pretty much what YouTube is for, but again, I suppose it reinforces the whole 'helping hand to the new player' aspect Nintendo is going for.
Oh, and there simply aren't enough Yoshi levels! There are only a handful in the game, spread too far apart. Nintendo - you tease us by bringing Yoshi back, and then have him run off at the end of the few levels he's in. Tut. Oh, and there's no online play, but we're sure you knew about that already. Sigh.
Head below for those all-important final scores...
- Tom Phillips
N-Europe Editor-in-Chief
N-Europe Final Verdict
A truly great Mario title and a bold and brilliant new multiplayer direction for the series. Buy it now!
- Gameplay5
- Playability5
- Visuals4
- Audio4
- Lifespan5
Final Score
10
Pros
One of the best 2D Mario games ever made
Excellent level design
Ramped up difficulty
Cons
A distinct lack of Yoshi
No online play