Like others in this thread, I jumped on a turtle shell towards the end of a level (don't remember which - kind of cruising through the game actually) and got "unlimited" lives with the ol' turtle-jump method. By "unlimited" I of course mean 99.
Lives are an afterthought in this game. Because you can repeat levels (and skip worlds at will), you can go back and collect as many coins as you need. It's just a matter of how long it takes - depending on which method you use.
This one is mostly interesting because you get more than one life reserve filled simultaneously.
@Random J: Really? I've never really been into Super Mario games. I mean, they're nice and all, but not end all, be all game of all time like lots of people see it. But, NSMBW really hooked me and made me want to get it week 1 or so.
@ pressstart: I dunno... I just don't feel the urge to go out and buy it. And as much as I love Mario games and as good as the reviews have been. Nothing's making me WANT this game.
It may be one of those games I'll pick up later, and then fall in love with and wonder why I didn't cop it sooner. Paper Mario 2 got me that way. I only bought it because 'I had a fair bit of money at the time and I worked at GAME and got 30% discount. Turned out to be a pretty amazing game, and I loved it to pieces.
I will get this game at some point. I may ask for it for Christmas as it goes. Friends and family are always complaining that they don't know what to get me :) #speakup
@dowingba: So reminds me of all those evil created levels. They are quite entertaining. The funniest ones to me are the hidden blocks at optimal jumping points.
Just finished the game last night with the wife. Played the whole way through just the two of us. Sorry really proud of her because she is not a gamer and she cranked through the last fight with me. Meeting up with Bowser and finishing that level was epic.
Sure could of used that glitch though, we never saw over 12 lives. I used 12 continues and she used 18. Ha.
If it's anything like NSMB the only time you'd need to use this is if the game glitched and took away all your lives and none of the other levels would give you lives.
@WhiteMåge: At least it made the Magic Armor reasonable to own with the mass amounts of rupees to be found. Made the Cave of Ordeals incredibly easier since you only lost rupees (damage/time) and enemies would explode into more rupees upon their defeat.
@maverickuw: No, it is tough ONLY when playing Multiplayer.
The game is rather easy and sparse, but becomes difficult to play when other people are bumping into you, and freezing the game randomly, whenever literally anything happens.
Did they get a power up? Time to throw your jump off by pausing for a second!
Even then, that's not as much "difficult" as "poor game design".
@Ad-hominem: Sorry I had to comment again. You say it's tough only when playing multiplayer? First off, I have to ask: did you play all 75 levels? Some of them are pretty killer. Particularly world 9. Particularly level 9-7.
Secondly, I think it balances out. In single player, you're bound to die alot less; but in multiplayer, dying doesn't matter. As long as 1 player is alive, the level continues. Also, it is a hell of alot easier to get the Star Coins in multiplayer -- because you can bounce off other players to reach areas you can't in single player, and because one player can just kill themselves to get a Star Coin, and the level still continues, and the coin still counts as obtained.
@dowingba: I agree that there are pros and cons to single player and multiplayer. But I don't think it "balances out".
In singe player, the con is that there's only you, so you can only take 0-2 hits before having to restart a level. Also, you can't bounce off of other players to get high Star Coins, or let one player jump down suicidally for a Star Coin that normally would require much greater skill/timing (incidentally, in case everyone hasn't figured this out, when you make such a suicide dive in multiplayer, you can press A to put yourself in the bubble manually, as if you'd died and respawned; you don't lose your powerup, you don't lose your life, and this can save you from all sorts of failed jumps).
In multiplayer, the con is that PLAYING THE GAME AT ALL IS HORRIBLY DIFFICULT, BECAUSE YOUR TEAMMATES CONSTANTLY INTERRUPT YOUR ATTEMPTS TO BUILD SPEED, AND THEY CONSTANTLY BOUNCE OFF OF YOUR HEAD MIDJUMP. Plus, that split-second pause when a teammate gets an item or gets hit throws off everyone's timing, leading to more jump cockups, which screws up everyone's timing, leading to more jump cockups, which...
I'm glad that they did something to counteract how easy the game would be with 4 people playing, leading to 4 times as many possible lives. And I do enjoy the game. But good god, when you have multiple people playing, it greatly overcompensates because I swear that nobody can hold onto lives whatsoever. I don't see how that can be avoided unless you and your 3 friends happen to have the coordination and discipline of an army platoon.
4 players: I'm not sure any one player ever had more than 10 lives, and I believe every player had at least 1 or 2 continues used per hour. Plus, any level that has narrow platforms is hellish, because they can't fit more than 1 or 2 players, so the other players either have to wait (and possibly die), or all 4 of us scramble for the platform and we're lucky if 1 of us makes it. For example, in the fortress in World 5, there's a part where 2 spiked walls move side and to side, and you have to ascend small platforms while avoiding these spikes; this section is literally IMPOSSIBLE with 4 players, because all 4 can't be on a platform at once, and the spikes move fast enough that you don't really have time to take turns, so at best maybe 2 players can actually do the jumps, while the other 2 get left behind to get spiked (though if they're smart they will just put themselves in bubbles).
2 players: The day after the above example, we replayed a section, looking for Star Coins. Even just reducing the players by 2 showed a dramatic improvement, as we had less "teamkills", and pretty much gained lives at nearly the same rate as singe player (we each started with 5, after 30-45 minutes we had something like 18-19 each).
1 player: Zero "teamkills", and it's far easier to get extra lives when using stars, or when trying to hit a lot of enemies with a shell or Yoshi fireball, instead of having teammates muck it up somehow. A couple levels are challenging and take some lives, but in a given half hour, it's pretty much guaranteed that I end up with a life surplus, and near the end of my first pass through the game, I reached 99 lives, and pretty much hovered around there until the end.
Overall, the multiplayer aspect of the game is enjoyable, as long as you don't take the game too seriously while you're playing it, akin to a Mario Party state of mind. But if you have even one friend you're playing with who prides himself on his platformer competency, prepare for nonstop rage growls, because NSMBW's multiplayer is nearly chaos theory, given how many different ways your teammates can inadvertently throw off your precise timing or directly cause your death on a jump you could most certainly make.
At times, it becomes almost indistinguishable from a Luck Based Mission. [tvtropes.org]
@nworobes: I played it through 100% in 2 player mode, and didn't have any of the issues you mentioned. I can see 4 players being a clusterfuck, but 2 players seemed to be the sweet spot. Get 2 competent Mario players together and it's quite possibly the most fun I've ever had playing a game.
I remember a glitch in Super Mario World in level 5-1 where if you had the cape you could bounce on Wigglers' heads repeatedly, and not just gain infinite lives but also points.
11/22/09
Lives are an afterthought in this game. Because you can repeat levels (and skip worlds at will), you can go back and collect as many coins as you need. It's just a matter of how long it takes - depending on which method you use.
This one is mostly interesting because you get more than one life reserve filled simultaneously.
11/23/09
11/22/09
:(
I can see this being one of those games where I'll only pick it up when I'm feeling impulsive and like I need a new game to play.
I've not switched on my Wii all year. I guess I should... check it still works and shit.
11/23/09
11/23/09
11/24/09
It may be one of those games I'll pick up later, and then fall in love with and wonder why I didn't cop it sooner. Paper Mario 2 got me that way. I only bought it because 'I had a fair bit of money at the time and I worked at GAME and got 30% discount. Turned out to be a pretty amazing game, and I loved it to pieces.
I will get this game at some point. I may ask for it for Christmas as it goes. Friends and family are always complaining that they don't know what to get me :) #speakup
11/24/09
#speakup
11/22/09
11/22/09
11/23/09
11/21/09
Sure could of used that glitch though, we never saw over 12 lives. I used 12 continues and she used 18. Ha.
11/21/09
11/21/09
11/21/09
11/21/09
11/21/09
11/21/09
Jesus at least take better care of your videos YouTube dude (Seriously, a generic title and extension to it? Haven't seen those in a while...)
And fucking shit man you could have told me about this sooner you bastard instead of sticking my fate in a fake grail GWAAAARGHH—
*poof*
11/21/09
You chose... Poorly.
11/21/09
11/21/09
Lives were to NSMB what Rupees were to Zelda TP.
11/21/09
11/21/09
11/21/09
11/21/09
The game is rather easy and sparse, but becomes difficult to play when other people are bumping into you, and freezing the game randomly, whenever literally anything happens.
Did they get a power up? Time to throw your jump off by pausing for a second!
Even then, that's not as much "difficult" as "poor game design".
11/21/09
11/21/09
Secondly, I think it balances out. In single player, you're bound to die alot less; but in multiplayer, dying doesn't matter. As long as 1 player is alive, the level continues. Also, it is a hell of alot easier to get the Star Coins in multiplayer -- because you can bounce off other players to reach areas you can't in single player, and because one player can just kill themselves to get a Star Coin, and the level still continues, and the coin still counts as obtained.
11/21/09
Far as infinite lives, 8-Boat is my strongest case for easy farming.
11/21/09
#speakup
11/22/09
In singe player, the con is that there's only you, so you can only take 0-2 hits before having to restart a level. Also, you can't bounce off of other players to get high Star Coins, or let one player jump down suicidally for a Star Coin that normally would require much greater skill/timing (incidentally, in case everyone hasn't figured this out, when you make such a suicide dive in multiplayer, you can press A to put yourself in the bubble manually, as if you'd died and respawned; you don't lose your powerup, you don't lose your life, and this can save you from all sorts of failed jumps).
In multiplayer, the con is that PLAYING THE GAME AT ALL IS HORRIBLY DIFFICULT, BECAUSE YOUR TEAMMATES CONSTANTLY INTERRUPT YOUR ATTEMPTS TO BUILD SPEED, AND THEY CONSTANTLY BOUNCE OFF OF YOUR HEAD MIDJUMP. Plus, that split-second pause when a teammate gets an item or gets hit throws off everyone's timing, leading to more jump cockups, which screws up everyone's timing, leading to more jump cockups, which...
I'm glad that they did something to counteract how easy the game would be with 4 people playing, leading to 4 times as many possible lives. And I do enjoy the game. But good god, when you have multiple people playing, it greatly overcompensates because I swear that nobody can hold onto lives whatsoever. I don't see how that can be avoided unless you and your 3 friends happen to have the coordination and discipline of an army platoon.
4 players: I'm not sure any one player ever had more than 10 lives, and I believe every player had at least 1 or 2 continues used per hour. Plus, any level that has narrow platforms is hellish, because they can't fit more than 1 or 2 players, so the other players either have to wait (and possibly die), or all 4 of us scramble for the platform and we're lucky if 1 of us makes it. For example, in the fortress in World 5, there's a part where 2 spiked walls move side and to side, and you have to ascend small platforms while avoiding these spikes; this section is literally IMPOSSIBLE with 4 players, because all 4 can't be on a platform at once, and the spikes move fast enough that you don't really have time to take turns, so at best maybe 2 players can actually do the jumps, while the other 2 get left behind to get spiked (though if they're smart they will just put themselves in bubbles).
2 players: The day after the above example, we replayed a section, looking for Star Coins. Even just reducing the players by 2 showed a dramatic improvement, as we had less "teamkills", and pretty much gained lives at nearly the same rate as singe player (we each started with 5, after 30-45 minutes we had something like 18-19 each).
1 player: Zero "teamkills", and it's far easier to get extra lives when using stars, or when trying to hit a lot of enemies with a shell or Yoshi fireball, instead of having teammates muck it up somehow. A couple levels are challenging and take some lives, but in a given half hour, it's pretty much guaranteed that I end up with a life surplus, and near the end of my first pass through the game, I reached 99 lives, and pretty much hovered around there until the end.
Overall, the multiplayer aspect of the game is enjoyable, as long as you don't take the game too seriously while you're playing it, akin to a Mario Party state of mind. But if you have even one friend you're playing with who prides himself on his platformer competency, prepare for nonstop rage growls, because NSMBW's multiplayer is nearly chaos theory, given how many different ways your teammates can inadvertently throw off your precise timing or directly cause your death on a jump you could most certainly make.
At times, it becomes almost indistinguishable from a Luck Based Mission.
[tvtropes.org]
11/22/09
#speakup
11/21/09