Friday, April 30, 2010

New Super Mario Bros. Wii: 7-5 -- High Chance of Fog

This level brings back the annoying Micro Goombas, which make jumping difficult. Also appearing are fog-making clouds called Foos. I got the first Star Coin and killed some Foos by stomping. I reached the midgate. I used a Helishroom to get the 2nd Star Coin, but lose the Helishroom to a Paragoomba. I lost the Super Shroom to a Koopa and reached the goal.

After the Game Over:
Take 1- I got a Fire Flower and killed some Foos and got the 1st Star Coin. I reached the midgate. I used a P-switch to get the 2nd Star Coin. I lost the Fire Flower to a Koopa, the Super Shroom to a Paragoomba, but got a 1-up at the goal.

New Super Mario Bros. Wii: 7-4 -- Annoyed

This is an annoying level. The level starts with dealing with another tilt-activated platform. This one requires that you hit a block to activate it. Once you tilt the Wiimote, the platform will ride to the other end of the track. There is no stopping the platform anywhere in the middle. After riding the platform to the top, and going through the pipe, it's a level of pipes that move up and down, with Bullet Bills thrown in for good measure. I got and lost an Ice Flower to a Bullet Bill as well as 2 Super Shrooms. I died from a Banzai Bill.

Take 2- I used a Super Shroom, but lose it to a Bullet Bill. Fortunately, I got another. I went down a red pipe and reached the midgate. I get an Ice Flower and die trying to get the 2nd Star Coin.

Take 3- I used a Super Shroom and got an Ice Flower. I reached the pipe at the other end of the level. I got a 1-up from 8 red coins. I lost the Ice Flower to a Koopa, the Super Shroom to a Bullet Bill, and died from another.

Take 4- I used a Super Shroom, got an Ice Flower, which I lose to a Koopa. I got another from 8 red coins. I got a 100-coin 1-up, lost the Ice Flower to a Bullet Bill, and fell in the void.

Taek 5- I used a Helishroom, which was useful for getting the 2nd Star Coin. I went the green pipe at the end of the level and got a 1-up at the goal.

After the Game Over:
Take 1- I got and lost an Ice Flower to a Bullet Bill and fell in the gap.

Take 2- I got a Super Shroom and reached the midgate. I got an Ice Flower and fell in the void.

Take 3- I got a Super Shroom and a 100-coin 1-up. I lost the Super Shroomm to a Koopa shell. I went up a red pipe after I got another Super Shroom and reached the goal.

New Super Mario Bros. Wii: 7- Toad Rescue -- Lakitu Cloud Battle

This time, we're battling Lakitu. I got one bubble before dying from a Spiny.

Take 2- I used an Ice Flower and killed Lakitu. I used his cloud to easily pick up all of the bubbles, saved Toad and got 3 Super Shrooms

After the Game Over:
I killed Lakitu and saved Toad, and got 3 Super Shrooms.

New Super Mario Bros. Wii: 7- Ghost House -- A Familiar Face

This is a familiar-looking Ghost House, because there are punching ghosts called Broozers. They can punch through blocks Mario cannot break. I got and lost a Super Shroom to a Broozer, but used it to punch through a wall so I could get the 1st Star Coin. The level is a vertical level, like a fort, and the Broozers punch barrels down the slopes. I tried to pick up a barrel to throw to one of the Broozers, but ended up jumping and spinning into a Broozer and dying.

Take 2- I got a Super Shroom and the 1st Star Coin. I lost the Super Shroom to a Broozer and died from another.

Take 3- I used an Ice Flower and got the 1st Star Coin. I lost the Ice Flower to Broozer. I went through a door near the top. I got a 1-up Mushroom from a block and the platform disappeared from under my feet. I fell, trying to dodge the many Boos present, guided by coin arrows. I finally reached the floor, where there are 5 doors. The doors on the bottom are just Boos. I went through the top-right door where there is a rope on the ceiling and the 2nd Star Coin, which I got. I also got a 100-coin 1-up and a Super Shroom, which I lose to a crow. I reached the goal.

After the Game Over, here's what happened:
Take 1- I used a Super Shroom that I lost to a Broozer. I got the 1st Star Coin. I got a Fire Flower. After falling through, I went through the top-right door and got the 2nd Star Coin, but fell in the void near the goal.

Take 2- I got a Super Shroom and the 1st Star Coin. I lost the Super Shroom to a Broozer and die from a rolling barrel.

Take 3- I got and lost a Super Shroom to a barrel, get the 1st and 2nd Star Coins. I got a 100-coin 1-up from falling. I lost the Fire Flower I got from the block above the disappearing platform to a crow. I reached the goal.

New Super Mario Bros. Wii: 7-Fort -- Barely Making it Out Alive

This fort is a little unusual. The first part of the level takes place outside. There is a platform that will carry Mario to the top, and Mario can control the side-side direction it goes. There are lots of Bullet Bills. I used the Helishroom, but lost it to a Bullet Bill. I skipped the 1st Star Coin because of the Banzai Bills. I reached the pipe at the top of the area, which led inside the fort. I powered up at the midgate. I lost the Super Shroom to a Bob-omb, got another, and lost it and died from a Bob-omb.

Take 2- I got and lost a Super Shroom to a Bob-omb and died from Bob-omb.

Take 3-6 - Died from a Bob-omb.

In between, I won 6 1-ups in a 1-up Toad House, got 2 Ice Flowers. I used the Ice Flower and lost it to a Big Bubba- man-eating fish, to save Toad and get 3 Super Shroom. I got an Ice Flower and a Fire Flower, and a Helishroom and a Mini Shroom. I was losing too many lives and was not going to make it to the boss if I was not powered up.

Take 7- I used an Ice Flower, but found out that Banzai Bills don't stay frozen for long. I lost the Ice Flower to a Banzai Bill, but get the 1st Star Coin. I reached the midgate and lost the Super Shroom to a Bob-omb. I reached the boss door. Ludwig shoots blue fire that matches his hair which moves in a circle. He can also jump and hover like Yoshi, but for a much longer time, making him extremely difficult to hit. I should hit him quickly after the shell cycle to make sure he cannot shoot any more flames and will not jump and hover. I got in one hit, but died from the blue flame, which is difficult to dodge when it is low in the circle and Ludwig is in his shell cycle.

Take 8- I used a Super Shroom and got an Ice Flower. I lost the Ice Flower to a Bob-omb and the Super Shroom to Ludwig and died from the blue flame.

Take 9- I used a Super Shroom, and like clockwork, Super Guide appears. Even if I go somewhere else, it will keep track of my attempts for a particular area. I lose the Super Shroom to Bob-omb, but get another. I lose my Super Shroom and die from the blue flame, after getting in one hit.

Take 10- I used a Super Shroom and lose it to a Bob-omb, and die from another Bob-omb.

Take 11- I used the Fire Flower and lose it to a Bob-omb. I got an Ice Flower and lost it and the Super Shroom to a Bob-omb. After a lot of skillful dodging, I got in 3 hits to defeat Ludwig. I'm going to call it a day.

New Super Mario Bros. Wii: 7-3 -- Attack of the Fuzzies!

There are giant Fuzzies on line paths with blocks. I got the 1st Star Coin, but lose my powerups to Fuzzies. I powered up at the midgate. I got a Helishroom, but lose it to a Fuzzy. I got the 3rd Star Coin, lost, got, and lost a Super Shroom to Fuzzies, and reached the goal.

After reaching the goal, I won a Helishroom and a Mini Shroom at a Toad House.

New Super Mario Bros. Wii: 7-2 -- Weird, but Easy

This is a strange level. There are Chain Chomps and floating bubbles of water that Mario can swim in. I skipped the 1st Star Coin and reached the midgate. I went into a green pipe and got the 2nd Star Coin. I got a 1-up at the goal.

New Super Mario Bros. Wii: 7-1 -- To the Underwhere!

This level starts off with a rock platform that Mario cannot climb. If Mario runs into the platform, he'll find ledges to climb, as well as a few coins. After going through the pipe, there are tilting and rotating platforms that move at different speeds. I got a 100-coin 1-up (thankfully, because I only had one life left). I got a Super Shroom and lost it to a Piranha Plant, but power up at the midgate. I skip the 1st Star Coin and went down a yellow pipe. I got a Helishroom and the 2nd Star Coin, but fell into the void.

Take 2- I died from a Piranha Plant and get another Game Over, for 14 continues, 3 of which are not from multiplayer.

Take 3- I got a Super Shroom and lost it to a Piranha Plant. I reached the midgate and powered up. I skip the first 2 Star Coins, and get a Helishroom. I can spin to get rid of some of the fog in the level. I get the 3rd Star Coin and a 1-up at the goal.

World 7 -- Higher and Higher and High Above the Clouds

World 7 is a cloud level. There is only one noticeable path to the Castle. The map has soothing ethereal music playing. Ludwig von Koopa is the boss for this level, and has a surfer-esque voice. It can be expected that Mario will walk on clouds for this level, as well as have to dodge lots of openings into the void.

Tuesday, April 13, 2010

Verdict on Multiplayer

This is first multiplayer Mario game. From a design perspective, the multiplayer ability was executed well. The camera will zoom out as the players move towards opposite ends of the screen. However, the camera will only zoom out so far, so the player(s) to left will be pushed along, which can result in the character's death because they are pushed between the edge of the screen and one of the solid structures, like blocks. For the first attempt at true multiplayer play in this type of game design, it went very well. There are other multiplayer Mario games, but none of them allow for two characters to play at the same time. Players either have to take turns, or deal with a hero/sidekick dynamic - see CoStar Mode of Super Mario Galaxy.

From a player's perspective, multiplayer play can be an absolute disaster (see any of the multiplayer posts on the blog). Too many cooks really spoil the broth. Unless all but the strongest player put themselves in bubbles to be carried along, or all of the players are completely in sync, or possibly in a tower formation - all of the characters standing on each others' shoulders, (something I should try to pull off when I can get two other players, one preferably with a Propeller Suit), the players will inevitably trip over each other, leading to frustrations and arguments. I've heard from other players this is not something to do with your significant others, as it can easily wreck relationships with arguments. One of the problems is the order in which players start the level. If the stronger player, most powered up character, or the leader of the pack is not out first, they cannot just walk past the people in front of them, which can cause frustration because players will be telling each other to move, which can result in an uncoordinated mess. The mess becomes greater on the harder levels, especially ones with large amounts of ice, lava, large gaps, or purple water. Many lives will be lost and continues needed.
That being said, multiplayer can lead to improved communication skills. Players have to talk to each other to coordinate actions, like when to jump on vines and where to position themselves for quick escapes through pipes. Multiplayer can go really well on the easier levels, with less frustration and dying if the communication is strong. The bubble option is also a good idea, but during gameplay, it is difficult to keep from popping the bubble unintentioanlly because it keeps floating in the way. I'm not sure if you can control the bubble, except by shaking it to move it towards playing characters to pop. The frequent bubble popping makes carrying along other players difficult, especially if they are popped into gameplay at inopportune moments, leading to death. Also, if only one character is actively playing, with all other players in bubbles, and the playing character dies, the level has to be started over, which is very annoying. The bubbles can also be popped in comical situations, such as when a player falls out of a popped bubble to get in the final hit from a boss.

Overall, multiplayer gameplay is an interesting experience. It might be best to use it when you've already beaten the game, so game overs and inability to complete levels do not hinder progress. It is probably best, as I found, to stop playing multiplayer on harder levels, and just let one player go in solo. When I stopped playing multiplayer on harder levels, I beat the levels in far fewer tries, usuallly ten or less. After beating that level the other player(s) should join in to continue to experience. As I keep playing, I may refine or even change my opinion on multiplayer play. It all depends on who the other players are.

Final Thoughts on the Initial Playthrough

New Super Mario Bros Wii was an entertaining game to play. I stayed motivated to play through the whole game, namely so I could get more saving opportunities once I found out that I could only save after a boss fight. I am still motivated to continue playing this game because I do not have all of the Star Coins. The reason I am motivated to continue is that after I beat Bowser and saved Princess Peach, Peach mentions something about a secret world. After the credits rolled, I found myself standing on a new world map of World 9. Even though I cannot access the levels, I am motivated because I can now access this new world, and I don't have to get every last Star Coin to start playing it. The levels tell you that you have to get the all of the Star Coins from a world to access that level, instead of all of them opening up only once all coins have been obtained. The player can work their way up and see their progress every time they get every Star Coin from that world. They can also beat the World 9 levels as they go. As I have not collected all of the Star Coins in even World 1 (I missed one in the castle and completely skipped a level), I cannot access any of the levels currently.

The game incorporated many learning principles of good games. Although the gameplay is not modified for every player's ability, the Super Guide allows the solo player to complete levels they have difficulty on. The game designers said it was so even weaker players would be able to see the end of the game, instead of giving up and shelving the game indefinitely. The game also allows weaker players to have stronger players carry them along through the level by standing on the stronger player's shoulders or by putting themselves in a bubble using the A button. The multiple lives and continues allow a player to practice the level until they complete it. And, although very annoying, game overs place the player at the last save point to make them practice the levels over again so they become stronger players. The game also allows the player to try out different things with minimal consequence compared to if they tried it themselves in real life. Of course, Mario or whichever character they are playing as may die, but they are not real people.
The game also provides the player with a sense of agency, because they can choose their adventure in most places. The paths branch so the player can choose which levels they'd like to play, which levels are easier for them, and complete the game without having to go through every single hard level out there. I chose this method of picking out some of the easier levels, and I know from playing some of the harder levels when choosing them that I would not be finished with the game now if I had to play every single level, unless I decided to use Super Guide. The game also lets the players explore, which is how secret areas are reached. These secret areas lead to Star Coins, Toad Houses, Secret Goals, other levels, short cuts, and cannons. In my haste to get to the next save point, I only unlocked a few of these secrets, but I plan to find them when I look for the rest of the Star Coins.
The game also provides lots of positive reinforcement. The player will hear applause after completing tasks, such as collecting all 8 red coins from the red coin ring, collecting all 3 Star Coins in the level (you get the applause after collecting the last coin you need, you can come back and get any you missed and still receive applause), collecting all silver coins, getting 1-ups by defeating enemies in series without touching the ground, and rescuing Toad from levels (carrying him to the goal also gets you some fireworks).
The game also provides negative reinforcement, with instant death from falling into the void, purple water, or molten rock (lava or magma), and getting stuck between the edge of the screen and part of the world, such as a block or other structure.
There are also a number of challenges in the game, namely going through levels without the use of items. Rescuing Toad is the main example of this, because while carrying Toad, most powerups are reduced to the effectiveness of a Super Shroom, because Mario's hands are busy holding Toad, and Toad is standing on the propeller of the Propeller Suit, making that and the Fire and Ice Flowers effectively useless. These powerups are only like a second Super Shroom, just keeping Mario one more hit away from death. There are also just-in-time instructions provided, onscreen, to alert/remind you of how to do things. There are no instructions for the Fire and Ice Flowers, as it is pretty reasonable to assume that those who have played Mario games will know how to activate them (others can read the manual). There are no instructions for the Penguin Suit, but other "penguins" slide around on their stomachs when you first get the Penguin Suit, so it may be logical to try to get Mario to slide, which can be done by pressing down on the control pad, with or without the suit. The Helishroom is a new powerup, that is activated by shaking the Wiimote, incorporating its motion-sensing technology. When wearing the suit, the player wil see a pair of colorful hands shaking a Wiimote, indicating what to do to activate the suit. This motion becomes more intuitive, so I did not need the instructions after the first couple of times. The other instructions come about when Mario is near something that can be picked up other than a Koopa shell. The instructions show the (1) button as well as the hands shaking the Wiimote. These directions are a little less intuitive, as one must hold the (1) button to keeping holding the object. Releasing the button will cause Mario to immediately chuck the object in front of him. I needed the reminder up until around World 3, but it is still useful, because it lets me know what I can pick up (ice cubes) and what I can't (frozen Sumo Hammer Bros).
I also developed a better sense of flow. I initially got through all of World 1 in one session, because it was designed to be easier than the others. Up until half way through World 3, I was only playing to the next save point for every gaming session I played. I then developed a sense of flow (surprisingly after a disastrous multiplayer session) and played from after 3-Fort to 4-Fort. I kept playing in these equivalents of a World (Fort-to-Fort vs. Castle-to-Castle) for the rest of the game until 8-Fort, because there were only a few levels left. This was due to my increased confidence and abilities within the game. Hopefully they will be enough that I can get the rest of the Star Coins.
Overall, this was a good game and I recommend to anyone, especially Mario fans.

Saturday, April 10, 2010

Victory!

I finally beat the game! I definitely enjoyed playing it and look forward to getting the rest of the Star Coins. Details of the upcoming levels to come. I will probably try to get some of the remaining Star Coins in the next weeks, probably world by world.

Thursday, April 8, 2010

New Super Mario Bros. Wii: 6- Airship -- Recognizing Symbols

This level is an automatic sidescroller. I get an Ice Flower and use ground pounds to kill the Rocky Wrenches. There are lots of circular rotating platforms to deal with, made more complicated by the automatic sidescroller. I recognize the crates as meaning I should ground pound them to reach a Star Coin. I get the 1st Star Coin here. I lose the Ice Flower to a Rocky Wrench. I go through a crate covered pipe to get the 2nd Star Coin. I reach the midgate and get another Ice Flower from 8 red coins. I take out more crates for the 3rd Star Coin. I ultimately lose my Ice Flower to wrenches. I reached the boss. The side walls are electrified, and there is a Copter marked with a question mark next to a beat up Clown Copter. I climb into ? Copter, and follow the onscreen instructions to shake and tilt to navigate. I tilt my Copter and shake it to slam Bowser Jr. near and eventually into the electrified wall. I get slammed into the wall once, so I lose my Super Shroom. I slam Bowser Jr. into the wall two more times to win. Kamek once again picks up Bowser Jr. who takes out the floor. We then continue to World 7.

New Super Mario Bros. Wii: 6- Castle -- This Level Seems Familiar

This level contains lots of lava. It also contains swinging platforms like 4-Castle in the New Super Mario Bros (DS). Negotiating these platforms is relatively easy for me, but I found getting the 1st Star Coin to be difficult. I died from falling in the lava.

Take 2- I used a Super Shroom and got an Ice Flower, which I lost to a Podoboo. I lost my Super Shroom and died from a spike ball.

Take 3- I get the above items and fell in the lava.

Take 4- I got the above items and a 100-coin 1-up, reached the midgate, lost the Ice Flower to a spike ball that dropped from over head and died in the lava. After the midgate there are spike balls rolling near the ceiling while you are close the lava. You have to negotiate platforms, some of which that move, while periodically, some of the spike balls will be allowed to drop down on you. There are a finite number of them, so it may be a good idea to wait them out. Some, due to their timing, may never actually fall on you.

Take 5- I get the above items and die in the lava due to a badly timed jump.

Take 6- I get the above items and lose my Ice Flower to a spike ball. I carefully dodge the lava and the rest of the spike balls and get a Fire Flower near the boss door. Morton's battle room is set up a lot like Larry's room, but Kamek's magic affects the columns differently. Morton demonstrates that when he pounds the ground, the two surrounding columns will rising completely to the ceiling, which will crush anyone in the way. Of course, my strategy will not allow him to pound the ground a second time. After the first hit, I lose the Fire Flower from touching his shell. Before he can pound the ground, I get in the last two hits.

We find Bowser Jr. on the roof yet again. He is abandoned by the Airship, signalling another Airship level.

New Super Mario Bros. Wii; 6- Toad Rescue- A Good Idea for the Future

I got all of the bubbles, resulting in 2 1-ups from excess Bullet Bills. I saved Toad and got the 3 Super Shrooms.

If I need more lives, I should consider returning to the Toad Rescue levels in this world so I can get unlimited extra lives, which I can't do with the 1-up Toad Houses.

New Super Mario Bros. Wii: 6-6 -- Mario Star Power Make Up!

This level starts out with a slide down into an dark, underground, watery cavern. There's raft at the bottom, with a spotlight activated by switch. Tilting the Wiimote per the onscreen instructions will tilt the lamp and the beams of light will light up that part of the screen. I used a spring to get the first Star Coin. I lost the Fire Flower to a Piranha Plant, but get another and a Starman, which once again, lights up the whole cavern. I reached the midgate and got the 2nd Star Coin using the spring again. I missed the 3rd Star Coin. I lost my items to the bats Swoopers. I got an Ice Flower but lost it and died from a Fire Bro.

Take 2- I used a Super Shroom and got the 2nd Star Coin. I got the Propeller Block but lose my Super Shroom and died from the Swoopers.

Take 3- I used a Super Shroom and got an Ice Flower and the 2nd Star Coin. I got the Propeller Block and the 3rd Star Coin. I found a hidden red pipe up on the top part of the level. There's a Light Block at the beginning. I lost my items to a lot of Swoopers. I reached another red pipe at the end that took me above ground and to the secret red flag goal. This leads to the cannon, which blasts you to World 8.

Take 4- I used a Fire Flower and got a 100-coin 1-up. There was another Fire Flower in an item block, so I put it on the raft in case I needed it. I get a Starman and reach the midgate. I lose my Fire Flower to a Fire Bro, but use the Fire Flower on the raft to power up again. I reached the regular black flag goal, which takes me up to the castle.

New Super Mario Bros. Wii: 6-5 -- Big Fish, Small Problem

I used a Super Shroom to start the level. There is a respawning Porcu-Puffer here that will probably eat Mario alive. I got a Fire Flower and use it to kill the Porcu-Puffer again and again while negotiating the rising tide. I get the 1st Star Coin. I reached the midgate, but lost the Fire Flower to a Koopa. I got the 2nd Star Coin and died from the Porcu-Puffer.

Take 2- I used a Super Shroom and get another Fire Flower so I can kill the Porcu-Puffer. I got the 2nd Star Coin. I used a Propeller Block to get a 100-coin 1-up and reached the goal.

I feel a greater sense of flow now. I can now get in the equivalent of one world in 2.5 hours or less. By an equivalent of one world, I mean I game Fort to Fort, rather than Castle to Castle. I feel that my skills with the game have improved tremendously from when I started. Lots of practice has helped. I should be finishing the game (beating Bowser) next week as I have just finished beating 8-Fort. I plan to go back through the game to get all of the Star Coins, and beat the levels that I skipped. Those levels will probably be called "Quest for the Star Coins". When I actually do this is unknown, because I plan to finish Super Mario Galaxy before Super Mario Galaxy 2 comes out in late May and I really want to get that game started.