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Why doesn't "New Super Mario Bros Wii" just have infinite lives?


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#1 DJ Night Force 9

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Posted 24 December 2009 - 05:16 PM

I am seriously wondering this. That game is even more generous on extra lives than Super Mario World was. I had easily over 50 by the time I got through World 1. You get extra lives from the large abundance of coins, the red coin mini-game, certain toad houses, and of course the flag pole which if you have the propeller mushroom is a guaranteed 1up.If they are going to do that, then why have a life counter? You never have to even worry about it. This game was supposed to go back to its roots in terms of challenge and that it does well in terms of level design (only they are far longer than ever before) but in say Super Mario Brothers 3, you would be lucky to get 10 surplus lives. Either this game gets insanely tough later on where you'll need each and every one of them or they didn't want to alienate certain groups of gamers. I found even funnier that there is a sequence which can be unlocked very early in the game that tells you literally how to get infinite lives.
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#2 Auzzie Wingman

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Posted 25 December 2009 - 02:58 AM

This isn't the same question as yours. I haven't had the pleasure of playing this game, but I wonder:If you've got four players on screen and one dies, what happens?Also, Health Bars are the future!

Edited by Bash the Government, 25 December 2009 - 02:58 AM.

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#3 Chiri Kitsu

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Posted 25 December 2009 - 11:41 PM

Deduct points for an off topic post! :facepalm:But yes, at this point in gaming, I too don't understand why so many lives are given freely. There is no more point of having them, unless you play the game bad to the point that you would use 50 lives to beat a stage...
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#4 Guest_Alcamanor

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Posted 26 December 2009 - 04:59 AM

I haven't actually played the game myself, but do you keep your lives when you reset your game?
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#5 Guest__Hail_Crest_

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Posted 28 December 2009 - 05:54 AM

Yes, unlike in Super Mario Galaxy where you're reset to 4 lives every single time you load your game.Actually this was also true for NSMB DS, because one mushroom house could potentially get you 12 lives (and if you didn't, you could reset and reset until you did).But assuming the developers aren't idiots, and that they intended it to be this way, I guess it's because the developers wanted it to be played from a fun perspective, not an actual gamer's thirst for challenge. Lots of game companies have slowly directed themselves to the younger audience by means of better graphics, at the sacrifice of some actual gameplay, but not so much until the game becomes completely crappy.Trust me, you'll get plenty of challenge in the worlds to come. I guess the developers wanted the challenge to come from the actual levels in the game instead of "oh crap I'm losing lots of lives real quick i need to finish this level before it's game over". In this day and age of gaming, you will hardly, or never, see a game over screen again.Which doesn't apply to fighting RPGs, of course. Stuff like Final Fantasy, with HP bars and everything, you will get a game over screen once in a while but that's probably due to luck on your opponents' part, because RPGs will give an appropriate level of difficulty (with plenty of time and room to level up before any hard fight). This doesn't apply to NSMBW, because hell, it's a platforming game. There's no luck or HP or anything like that involved in this.tl;dr: I would rather get the pleasure from the actual game itself, instead of the challenge of worrying about a game over screen and having to restart a save file.PS: There -is- a point to mario having 99 lives in this game, try it out and you'll see. It'll become more of a challenge of retaining your 99 lives than actually dying by losing all lives.

Edited by _Hail_Crest_, 28 December 2009 - 05:56 AM.

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#6 Guest_Xpertmaniac

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Posted 01 January 2010 - 04:07 AM

interesting... well iguess it is about 100x easier to get lives in this game than it was in the original SMB.
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#7 Sir VG

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Posted 01 January 2010 - 10:21 AM

This isn't the same question as yours. I haven't had the pleasure of playing this game, but I wonder:If you've got four players on screen and one dies, what happens?Also, Health Bars are the future!

If they have extra lives, they will respawn in a bubble in a short bit. If they don't, they sit out until 100 coins are collected and everybody gets an extra life, then they can join back in.Also funny to note, is that if you die a bunch of times (8x in one stage, I think), the game will give you an option to PLAY THE STAGE FOR YOU.Seriously? Wimps.
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#8 Dannyslr81

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Posted 06 January 2010 - 09:53 PM

Also funny to note, is that if you die a bunch of times (8x in one stage, I think), the game will give you an option to PLAY THE STAGE FOR YOU.Seriously? Wimps.

I know someone who let "Luigi" use the"Super Guide" on a castle and it let them go to the next worldSeriously? WTF?@DJ the game gets harder but if you play with extra players(like I did not out of choice btw) the game is a cakewalkYou also can get like 6-8 lives when the 2 big goombas come out in world 1 by jumping on their head without falling and defeating the smaller goombas that come out of it(obviously)there are other ways to get infinite lives just search them on youtube(even though you would probably figure out most of them)
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#9 Shripe

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Posted 08 January 2010 - 09:44 PM

Super Guide? Worst idea ever. Oh, and the ridiculous amount of lives definitely takes one challenge away from the game.
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#10 DJ Night Force 9

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Posted 21 January 2010 - 10:16 PM

Super Guide? Worst idea ever. Oh, and the ridiculous amount of lives definitely takes one challenge away from the game.

The levels are difficult enough to complete so the challenge is there but there is pretty much no penalty for dying due to the outrageous number of lives.In the event that you lose all of yours though, you don't even GET a game over. Just a counter increments that tracks the number of continues you use and your life counter resets to 5. So yeah, the life counter is pointless. There should have just been something to keep track of the number of times you died just to show you at the very end of the game.@Auzzie Wingman: The person who dies loses 1 life (like it matters) and comes back on screen in a bubble which can only be popped by touching another player in which case that player resumes playing. The level only ever stops when all players are dead (or in bubbles) at the same time. The bubble is also abusable because you can trigger it just before dying and not lose a life.4 players is probably too chaotic so dying will happen a lot when everyone clases with eachother (two was hard enough).
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#11 Guest_Uberedas

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Posted 24 January 2010 - 02:36 PM

Not too sure if this has been said or not.But my theory is that there aren't infinite lives so people can compare.. I guess is the way to say it?Like at the end of a play session you can look at the amount of Continues and see who fared better than others.
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#12 DJ Night Force 9

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Posted 23 August 2010 - 10:08 PM

Well many months later, I finally got around to playing this from start to finish and what I said before still holds true. By around world 7, I had 99 lives (no, I didn't grind lives at any point in the game).I think another perfect example of too many free lives is world 7-6 (i.e. http://www.youtube.c...h?v=0hWqG-_B0S8 ) which is by far the most difficult stage in the game but to offset that, it hands you 1up's like crazy. You jump on a slew of Parabeetles (originally from Super Mario Bros. 3). Each one you land on plays a note. Jump on 7 (as in seven notes in a musical scale) and get a 1up which drops in from the top of the screen. Now since there are dozens and dozens of these platforms in that level, you can see where this is going.To address what Uberedas said, you could still keep track of the number of times a player dies even without a life counter.
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#13 Guest_inuzukafox

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Posted 24 August 2010 - 10:26 AM

I have a lot of friends who don't play video games let alone touch a Wii remote, and they continuously die time after time. This is during 4 player mode where everyone hates each other and its a big mess. However there is usually some gamer who plays mario by speeding through everything and it just makes those other 3 hate him. So when trying to slow down the pace for the other players, he may mess up sometimes. Nintendo just targets non-gamers is my guess. Non-gamers and Young children who are developing motor skills lol. It would be mean to give them a bunch of game overs.
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#14 Limitlessinfinity

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Posted 07 September 2010 - 08:44 AM

I recently played this game with a good friend of mine, and both of us are good at Mario games. The first few worlds were pretty easy, and we had about 50 lives each going into world 5, however I noticed that the stages started to get harder for multiple people to play due to things like extremely small platforms and forced progression levels. There was one level in particular in world 8 that was almost impossible with multiple people because the platforms were not only tiny but they fell when stepped on. And then of course things went terribly in world 9; we repeatedly died and moved farther and farther from our goal of 99 lives each. Even with two good players the game was difficult, save the essentially infinite lives. So certain levels are easier with two people, and others are much easier with just yourself in my opinion. Oh and the worst way to play is with one good person and two or more Mario newcomers, because like people said before the good person is going ahead and trying to complete the level while the two new people are struggling behind, killing not only each other but the good person as well. And if you wait up for them, you end up loosing even more lives, so it's a loose loose situation when it comes to more than one newcomer, and everyone gets angry or upset.
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#15 Guest_ZSaberLink

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Posted 19 September 2010 - 09:08 AM

Having a large number of lives is honestly great. It allows Nintendo to challenge the more experienced players while not alienating the newer players. Nintendo talks about this in the "Iwata Asks' discussion on New Super Mario Bros. Wii. Keep in mind that many of the developers themselves aren't that great at playing the game, so they probably adjusted things keeping in mind what they were thinking when playing. For example, the bubble concept came about when one of the team members kept dying quickly and then was getting bored in the meantime.
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#16 DJ Night Force 9

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Posted 21 September 2010 - 03:41 PM

Oh I don't doubt that it was a good idea to have a large amount of lives in order to accommodate multiple players w/ a shared lives system (namely on levels with small platforms) and those whom don't play video games too often. I just figured that considering how they are handed out so easily and continues are infinite, might as well just go for infinite lives and have a "death count" at the end of the game for each player. Then again, I guess it wouldn't feel very "mario-like" if 1up mushrooms were suddenly absent from the game. I'm sure there would be a lot of complaints about it.
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#17 Guest_Seifer FC

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Posted 23 November 2010 - 08:12 AM

Playing the game with family or friends who aren't good at it makes those surplus lives go away. In the later levels you'll be lucky if you get enough spares to keep everyone alive at all.But in single player they definitely over did it.Oops, guess I stated something already said. My bad.

Edited by Seifer FC, 23 November 2010 - 08:13 AM.

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#18 Guest_twilightmaster67

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Posted 18 March 2011 - 01:57 PM

I think the reason why they give so many lives on the game is because its meant to be played on multiplayer... and trust me you get 4 people playing the game at once, the players kill eachother more then the enemys do. A few of my friends even literally pick us up and throw them off the edge for the fun of it. T_T this game wasnt only about getting back to the roots as you said, it was also all about Multiplayer.
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