disciple wrote:

Heh just reading some previews on the game since I have it pre-ordered.
As for the two player aspect it seems you
compete against your opponent in a race to finish the level. Obviously you'll appear on each others screens only when you're in close proximity to each other, you can pick up items that affect the other player :
New Super Mario Bros. also puts the DS' wi-fi capability to use by having stiff two player competitions! Obviously in this mode, one player will take control of Mario, and the other Luigi. They will then be pitted in a race going through three separate 2D side scrolling levels. Then to take a little bit from the Mario Kart franchise, there will actually be readily available items for you to use on your opponent to increase your chances of victory!
Incidentally this is being done by a fella called Takashi Tezuka.
Some previous game credits :
Advisor - Zelda II: The Adventure of Link
Advisor - Sakura Momoko no Ukiuki Carnival
Assistant Director - Super Mario 64
Assistant Director - Super Mario Bros.
Assistant Director - Super Mario 64: Shindou Version
Associate Producer - Donkey Kong Jungle Beat
Director - Super Mario World
Director - The Legend of Zelda: A Link to the Past
Director - Yoshi's Island: Super Mario World 2
Director - The Legend of Zelda
Director - The Legend of Zelda: Link's Awakening
Graphic Design - Super Mario Bros.
Graphic Design - The Legend of Zelda
Producer - Yoshi's Story
Producer - Animal Crossing
Producer - Luigi's Mansion
Producer - Super Mario Sunshine
Producer - The Legend of Zelda: The Wind Waker
Producer - Super Mario Advance 3: Yoshi's Island
Producer - Super Mario Advance 4: Super Mario Bros. 3
Producer - The Legend of Zelda: A Link to the Past DX
Producer - Mario Kart: Double Dash!!
Producer - The Legend of Zelda: Collector's Edition
Producer - Pikmin 2
Producer - Yoshi Touch & Go
Progress Management - Pikmin
Progress Management - The Legend of Zelda: A Link to the Past DX
Progress Management - Dream Factory: Nervous Panic
Project Management - Star Fox: Assault
Special Thanks - Hamtaro: Ham Hams Unite!
Special Thanks - The Legend of Zelda: Oracle of Ages
Special Thanks - The Legend of Zelda: Oracle of Seasons
Special Thanks - Super Mario Kart
Special Thanks - Super Mario RPG: Legend of the Seven Stars
Special Thanks - Super Mario Advance 2: Super Mario World
Special Thanks - Hamtaro: Ham-Ham Heartbreak
Special Thanks - Famicom Mukashi-Banashi: Shin Oni Ga Shima
Special Thanks - Mario Pinball Land
Supervisor - Paper Mario
Supervisor - Star Fox 64
Supervisor - The Legend of Zelda: Majora's Mask
Supervisor - The Legend of Zelda: Ocarina of Time
Supervisor - Super Mario Bros. Deluxe
Supervisor - Tetris Attack
Supervisor - Mario Kart: Super Circuit
Supervisor - The Legend of Zelda: A Link to the Past DX
Supervisor - Game & Watch Gallery
Supervisor - Tetris Attack
Supervisor - Mario Party 5
Supervisor - Nintendo Puzzle Collection
Supervisor - The Legend of Zelda: Four Swords Adventures
Supervisor - The Legend of Zelda: The Minish Cap
Apparently he's Shigeru Miyamoto's right hand man.
Here's what he has to say about New Super Mario DS
When developing this game, I really had the original Super Mario Bros. in mind. After that game, Mario evolved, of course, but it eventually became more difficult and suited more toward hard-core gamers. That wasn't the intention, but that's how the series naturally evolved. I didn't want to continue in that direction. That's not to say this game isn't for hard-core players, but I want to recapture the spirit of the original Super Mario Bros.
On powerups:
In addition to the standard Super Mushroom, Fire Flower and those kinds of things, there are quite a few new items. There's a mushroom that turns Mario tiny. Another kind of mushroom turns Mario into a giant if you collect three of them. There's also a Koopa Mario; he wears a shell and can slide back and forth like a Koopa to hit enemies. We can't reveal all of the new powerups at this time, however.
On replay value:
The gameplay itself has a lot of replay value, I think. In addition, you won't be able to save your progress from level to level; you'll only be able to save when you reach the next world. So in that way, the game system is designed to challenge the player and encourage replay. Also, remember how in Super Mario 64 you needed to collect a certain number of stars to reach the next course? We're doing something similar to that. There are also similarities to Super Mario World in that different branches exist to different levels. By completing some task, you'll open a different branch.
On Mario striking a chord with gamers:
One of the impressions I get is that all of the secrets we hid in the game caused people to talk about it a lot. "Did you get this hidden item? Did you find the secret way to get to this stage?" — things like that. I think that's something that helped the game catch on.
It all sounds quite promising.
