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New Super Mario Bros. 2 (Nintendo 3DS) discussion [game]
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8.33/10 from 25 user ratings |
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Welcome to the official discussion thread for New Super Mario Bros. 2 on the 3DS!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
| Reviews: |
Add the game to your collection here. Let's get collecting coins! Coin Rush LeaderboardsMushroom Pack1) kriswright - 30000 2) rebonack - 30000 3) deathly_hallows - 30000 4) Mop it up - 30000 5) VofEscaflowne - 24414 6) Zero - 24002 7) anon_mastermind - 21676 8) Shadowlink - 20070 9) Guillaume - 19788 10) TriforceBun - 13902 11) GameDadGrant - 10240 12) roykoopa64 - 10220 13) kgtennispro - 10130 14) ploot - 10028 15) TheOldManFromZelda - 5178 16) Ludist210 - 4654 Flower Pack1) Mop it up - 15682 2) TriforceBun - 10454 3) Guillaume - 8656 4) roykoopa64 - 5452 5) GameDadGrant - 4192 Star Pack1) TriforceBun -11180 2) roykoopa64 - 7574 3) ludist210 - 7000 4) DrFinkelstein - 2898 URL to share (right click and copy)
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08/19/12, 18:39 Edited: 01/16/13, 17:09
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I've done the first two main worlds and the first hidden world. At first I was pretty underwhelmed (I didn't even die in the first world), but I'm starting to enjoy it more now. It's basically what I expected--fun, but relatively low on real surprises. The stage design is often quite clever and makes me smile, though, and the Ghost Houses have been noticeably stronger than the tepid ones from past NSMB games.
Coin Rush mode is pretty compelling and a nice diversion, but I think Nintendo sort of missed the mark a little if they were shooting for capturing score-driven gamers' hearts with it. As someone who enjoys arcade-y high score stuff like this, a few issues keep it from achieving greatness:
-Clunky interface: you can only save a single high score for your file, and can't share it online. To attempt to keep beating a StreetPass record, you'd have to pass the same person more than once to send the score back to them--fun for friends and family, but nigh useless for the chance StreetPasses you'd get in public.
-A topped-out score that some have already reached. Combined with the fact that you only have one high score, once a player reaches the max of 30,000, there's no real purpose for them to play Coin Rush anymore (except to add to their coin total). They've "beaten" it, and there's nothing to shoot for beyond that (since that's as high as the counter will go in Coin Rush).
-Randomness/Luck, a high-scorer's bane. This is the biggie for me. Basically, you've got too many variables out of your control. The three stages are chosen at random, making for a pretty major factor determining score, and elements within the stages are semi-random, such as the slot-machine-esque rotating multi-coin blocks and power-up blocks (which contain a game-changing Golden Flower).
Those three things aside, I have been enjoying Coin Rush anyway, more for the sake of seeing how high my own score can get, but it frustrates me that these things could be easily fixed and it could make for an extremely competitive and addictive side-mode.
I'd suggest keeping the core concept of Coin Rush, but allow players to select their stages, replace all "rotating" coin blocks and power-up blocks, and possibly start players off with a Golden Flower in each level as well, to really encourage chain-hopping and such. And then throw the whole thing into online leaderboards! |
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