New Super Mario Bros. Wii could really only lose. How could it as an infusion of all previous games - and moreover with a very similar appearance - come close to this and be zeitgemäßig, original and innovative at the same time? How should it assert itself against competitors visionary as "Little Big Planet" (PS3)? How could it get rid of the disreputable image of being a renewed infusion of old fans and to score only on the nostalgia factor?
First of all: The game has mastered this impossible task. It scores in all categories. The main reason for the five stars, however: fun. Mario is fun, it attracts a front of the TV, it captures a the livelong whole Sunday, and once you have the remote control thrown unnerved in the corner, because you did not make the difficult level even after the fifteenth restart, you close eyes and looks behind dance mushrooms, you wait five minutes and then plays with fervor again from the beginning.
Level design, optics, INNOVATIONS
A hyper realistic Mario with high-end graphics would have seemed inappropriate. So the congenial level designers chose an unobtrusive, simple, lovely design, not too much and not too little. (Lego has no better graphics for thirty years and still makes still fun.) The levels are designed in every detail around and leave - a daring maneuver - space for empty space as you know it from the old computer games. If you take the time and not only foolhardy jumping through the levels, you see it everywhere waving and dancing and flashing. But the graphics never comes to mind, but the game supports only.
The levels are surprisingly difficult and actually be more difficult. It alternate light - too easy! - Bonus Level from with almost unschaffbaren levels where you actually cornea plays on the thumb, as they had last twelve. We find virtually all the tricks and obstacles of the old parts. There have however also found recent game elements catchment, where it looks sometimes as if Little Big Planet was a small colorful pixels Mario in teleporters. The game keeps the right clock and has the optimum tempo changes. There are plenty of levels there to just not like so many others to play through the game in one go. And also, if you durchhat a world you can come back at any time and unlock new bonus levels and details and discover.
Here the way, in my view, lies only notable drawback: The ability to unlimited, anytime to play the solved level again, you can collect extra lives in unlimited quantities, so the game then sometimes appears a tiny too easy.
Some enhancements have a little inside mounted (eg the micro fungus, with which one tiny and super light is) and take a while until they fit into the Mario world. Others - such as the Eisschuss that allows you verballern snow balls and the opponent can freeze - filling gaps, of which you did not even know until recently that they were there. Half a dozen of the offensive player will open up more opportunities as he can flatten evil monsters. And it's fun to sail with a beanie through the worlds while frantically shaking his controller.
MULTIPLAYER
Then had to wait long. And the first turning on the multiplayer led equal to a disappointment: The many players make the game any easier, but much more difficult. The figures hinder each other, bounce each other around, grab away the bonuses, jostle of narrow platforms and can, if you want it, even rumprügeln properly matched. However: This is what makes the fun. As a demonstration had singled out two features that make it clear how much will the multiplayer mode into a community experience:
> "One-Two-now-attack": all players jumping precisely and simultaneously high and run the ramming attack, the entire monitor is shaken, all the monsters break. You just have to be there during the whole gang synchronized roars in the window: "One, two, now!" and then not at the same time pushes the buttons. Hammer!
> "Do the bubble!" Who pushes the middle of the game to the A button, the character is found in a secure bubble again that the other players behind rocks at a leisurely pace through the greatest dangers. Especially in difficult levels take many possibilities crash a good way novice players. The typical situation: Three figures are over the abyss, the fourth after jumping, crashing down, and while he falls, gets the whole team: "Man, do ne bubble!".
CONCLUSION
I sit right in front of the machine and make the eighth game world flat. Get me probably pick a figure our little red friend Mario, the Klemper with Italy tables accent, bouncing owls and pling'enden coins never seem to get enough of flying turtles and not a bit aged in all these years seems to be. While I'm at his Hüpfabenteuern this, I feel the same way.