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BorneAgain

Super Mario Bros. for the DS

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Fuck dude this should be awesome. I think im gonna import my copy of it cause im too impaitent.

 

It's being released in America first, by 10 days.

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Maybe it's just me, but I don't find Mario Games particulary hard. The hardest game to me was Super Mario Brothers 2 (JP)/The Lost Levels, and I can beat that in one sitting now and days. Mario 3 (which I consider the best) is not so much of a challenge in its difficulty (Stages like 5-8, 6-9, The Third Mini Fortress in World 6, and the Mini Fortress in World 8 were the hardest Levels) as it was in its insane length and amount of things to see and do in one particular stage.

 

Hopefully the challenge is in finding those things and exploring the game if not so much in its diffculty.

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Guest Evolution

Wanting to get it as soon as possible from GameStop, myself. I'd like to play as much as I can before I go to work---I may just bring the game to work anyway.

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It's out, I've got it, it's really, really damn good.

 

What not to expect: The Feather, Tanooki Suit, Hammer Suit, and any other powerups introduced in SMB3 and onward.

 

We've got the red mushroom, 1up mushroom, tiny mushroom, giant mushroom, fire flower, invincibility star, and blue shell (gives you a shell that allows you to attack by running, ducking and spinning like a koopa).

 

What to expect: SMB/3 play mechanics (with a SMB3-ish overworld), 3 coins to collect per level (which can unlock other paths on the overworld), and basically getting your BUTT to the end and grabbing the flag before time runs out. There are midpoint flags, though. You can save every now and then, ie after using your coins on an obstacle or beating a boss. I just completed World 1, where King Koopa stomped out in all his glory--and went down in a similar method as in SMB1--hit a switch and the bridge collapses, dropping him in lava.

 

A side effect of this game's release is that the NES Classics version of SMB is *gone* from retail stores, including Gamestops and EBs everywhere that I've seen. Since the NES Classics came out, nearly all of them have dropped down to $9.99 and probably plenty of people snatched it up to practice.

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I just went into WalMart here in Seneca, and even though they said they didn't have it in earlier today when I called and asked, it was there just now. They said they just got a late shipment in about 30 minutes before I got there, so lucky me. Not only did it save me the gas money by buying it in Seneca instead of all the way in Anderson, but they also price matched the CC price no questions asked. They just called the CC in Anderson, and that was that.

 

I'm just now diving into the game, so this should be great. :)

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Yeah, I learned too late about the CC price, but ah well, I got it.

 

I got it at my EB. They asked me if I had preordered it and I was like "no...I didn't think I'd have to."

 

Nearly all their copies were for preorders, but they did have extras, thankfully.

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I may be wrong since I only checked it out for a second, but are just about all of the single player mini-games the same ones from Mario 64DS?

 

I'm up to 1-4 so far and I'm loving it just as I knew I would. Bring on Zelda DS!

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Got the game Tuesday Afternoon and have finished the first 2 worlds so far.

 

Just some first impressions.

 

- Graphics are different from a typical Mario Game, but fit very well with what you would associate with a Mario Game.

 

- Music is pretty good so far. I love the Default World 2 overworld stage music so far. However, those looking for nostalgia are going to be dissapointed.

 

- Gameplay is excellent so far, all the classic moves are back, along with a bunch of new moves that are fucking awesome. The Wall Jump owns you, and has saved my ass quite a few times so far. Not to mention how fun it is take off with the Triple Jump.

 

- The only disappointment is that there is not arbitary flying powerup, but the game is not designed for it. However, the new powerups definetely put a new spin on the gameplay (Blue Shell is powerful, but must be controlled. Mega Mushroom is a tank, but not invincible. The better strategy you have for using powerup, the better your rewards will be. And even the Mini mushroom comes with distinict advantages, but with deadly disadvantages too.)

 

- Level Design is also classic Mario. There have been a few new elements that have made this game alot of fun to explore so far. However, I keep hearing that it gets better as it goes along. Personally, I can't wait to see it.

 

Overall, the game is great, and just short of amazing as of world 2. Even with only 1/4th of the game over, I strongly reccomend this piece of sexiness.

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The only disappointment is that there is not arbitary flying powerup, but the game is not designed for it.

 

No, but you can always knock Lakitu off of his cloud and take control of it in certain levels.

 

Loving this game so far. I didn't realize it had transports to other levels (i.e. the pipes in SMB or the Magic Flute in SMB3) until I unlocked one of the Cannon Stages and it shot me all the way to Level 5.

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Got it yesterday, it's an awesome game. The only beef I had was the first Koopa battle being pretty anticlimatic. I just shot some fireballs, hopped on it and bam, he was finished.

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Ah man ive got to waits till i gets paid.

 

skint on cash after buying some Jason Voorhees figures. Damn my random spending!

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The only disappointment is that there is not arbitary flying powerup, but the game is not designed for it.

 

No, but you can always knock Lakitu off of his cloud and take control of it in certain levels.

 

Loving this game so far. I didn't realize it had transports to other levels (i.e. the pipes in SMB or the Magic Flute in SMB3) until I unlocked one of the Cannon Stages and it shot me all the way to Level 5.

 

It's not quite flight either, but what about the boost flowers?

 

Hey, I found the cannon to 5, too!

 

Yeah, to uncover parts of the map, you must find alternate goals. IIRC, to get to that cannon, you had to use the flower launchpad to twirl high up into air, land on that koopa at the edge of the lake, and use the boost to reach that pipe tucked up over the "regular" pipe to the exit flag.

 

I'm somewhat disappointed and surprised at the lack of "classic" tunes, especially since I've heard about a billion versions of "Vampire Killer" in Konami's more recent CV games.

 

I think the love of flying in the Mario games is universal. The combination of wing cap + cannon in SM64 is one of the greatest gaming moments of all time, since you can literally dive down at insane angles, practically landing on goombas heads, and then pull up, shooting back up in the sky. "YAHOO!"

 

Does anything care for the blue tutle shell? So far I've mostly run into into it on water levels, where it's friggin useless except for an extra hit.

 

I hate the shark. They move too swiftly for me to effectively combat in water, and they don't even look to be in the right game. They don't fit the art style at all.

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Yeah, when I saw the sharks it was a real WTF moment. I also found the level 5 warp cannon, but when I did I didn't know what I was doing. I thought I was just doing things normally, then all of a sudden I'm in world 5. My mind just wasn't in it I guess.

 

I'm trying to get 100% on my first run through, so no warping for me right now.

 

I might break down though. :)

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From what I heard it's harder to get to Level 4 normally than find the warp to Level 5. I'm not there yet, but my brother and the other forums I visit seem to hold up that idea.

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The only disappointment is that there is not arbitary flying powerup, but the game is not designed for it.

 

No, but you can always knock Lakitu off of his cloud and take control of it in certain levels.

 

Loving this game so far. I didn't realize it had transports to other levels (i.e. the pipes in SMB or the Magic Flute in SMB3) until I unlocked one of the Cannon Stages and it shot me all the way to Level 5.

 

Does anything care for the blue tutle shell? So far I've mostly run into into it on water levels, where it's friggin useless except for an extra hit.

 

Which world are you up to? Cause I've been to World 3 and I found a perfect use for the Blue Shell in Underwater Levels. It allows you to swim underwater faster which is perfect for some of the higher pressure underwater siuations.

 

Really, the Blue Turtle Shell in Theory, is a powerful weapon. If used correctly, it allows you to be able roll your way through a stage without the danger of getting hit by an enemy. However, with this perfect rolling shield, comes the price of control. One wrong wall bump, one wrong jump, or one exit from the shell form too early, and you're going to owned. The hardest part is to know where to use it.

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The only disappointment is that there is not arbitary flying powerup, but the game is not designed for it.

 

No, but you can always knock Lakitu off of his cloud and take control of it in certain levels.

 

Loving this game so far. I didn't realize it had transports to other levels (i.e. the pipes in SMB or the Magic Flute in SMB3) until I unlocked one of the Cannon Stages and it shot me all the way to Level 5.

 

Does anything care for the blue tutle shell? So far I've mostly run into into it on water levels, where it's friggin useless except for an extra hit.

 

Which world are you up to? Cause I've been to World 3 and I found a perfect use for the Blue Shell in Underwater Levels. It allows you to swim underwater faster which is perfect for some of the higher pressure underwater siuations.

 

Really, the Blue Turtle Shell in Theory is a powerful weapon, as it allows you to be a rolling weapon throughout a whole stage in theory. However if you're not able to control such a force, you're better off not using it.

 

I can access world 1,2,3 and 5. I didn't really find any significant speed advantage to using the blue turtle shell underwater--at least not one worth giving up Fire Mario. However, I've had it maybe a total of 2 minutes, since I've mostly run into it underwater anyway.

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Getting to World 4 is pretty easy. Just get the mini-mushroom near the end of the last castle in W-2, and stay mini all the way to the boss. Beat the boss, which can be a pain since you can't get hit at all, and once it's defeated you take that tiny passage to W-4.

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Getting to World 4 is pretty easy. Just get the mini-mushroom near the end of the last castle in W-3, and stay mini all the way to the boss. Beat the boss, which can be a pain since you can't get hit at all, and once it's defeated you take that tiny passage to W-3.

 

Acutally it's World 2. I just did it on my 2nd Attempt Trying to do such. In fact getting to the 2 Secret Worlds (Worlds 4 and 7) are quite simple, but yet challenging. And the key is literally right under our noses.

 

On your bottom screen, when you're on the world Map, look at the overall game map. You see the Worlds go 1, 2, 3 and 4 on the same line, then you have 5, 6 and 7 on the same line, then 8. Worlds 2 and 5 are the 2 points where the path divides on the map. See, how a few stages have different exit paths? This is the ultimate application of that theory, where your actions decide which world you will open up next.

 

It's the ultimate validation of Mini Mario and of diverging Paths.

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Oh, I haven't gone through this thread to read about it...

 

But in case any of you didn't know and wanted to...hold down the two shoulder buttons when selecting your file, and you'll play as Luigi insted of Mario.

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Very cool little secrets/easter eggs. Thanks.

 

And yeah, I noticed on the map where the path led, but wasn't sure how I'd unlock it.

 

Which bosses is it you have to beat with mini mario?

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The Bosses of Worlds Two and Five.

 

Just beat this game today with most of it completed. Kind of a flat climax, as the stages don't really climb in difficulty leading up to the final confrontation. Still, a very satisfying title. Working on beating the game 100% at the moment...

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Yeah, it's good, but it's not fantastic like Mario platformers usually are. I think the 1up review was most accurate about it.

 

EDIT: YEAH! Just got World 4. Loving it so far, although I disagree with the "game doesn't really get harder" thing. Maybe it isn't a major increase in difficulty, but I had some rather annoying sections to deal with later in the game--like the final castle on World 3 (the rising platform, spiked balls dropping in), and any of the snow/ice levels until you get the level memorized.

 

Digging the wall kick--has saved my bacon a few times.

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Anyone else get a Sonic 3 vibe from certain parts of this game? I'm thinking parts of World 4 in specific, I'm sure I've seen more but it's getting late.

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Anyone else get a Sonic 3 vibe from certain parts of this game? I'm thinking parts of World 4 in specific, I'm sure I've seen more but it's getting late.

 

Specifically how?

 

The sprinting animation and giant springy mushrooms are all that come to mind.

 

"Have the Koopas always danced to the music like I see them doing in W-4?"

 

No, I thought that was a very cool addition to the game, even if it is pointless. Isn't it throughout the rest of the game too, though?

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I don't know. I only really noticed it once I got to W-4. :)

 

Yeah, they do in the rest of the game.

 

And the Goombas do a cute little hop, too.

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