Released: 22 March 2024 Director: Gil Kenan Distributor: Columbia Pictures Budget: $100 million Stars: Mckenna Grace, Paul Rudd, Callie Coon, Finn Wolfhard, Dan Aykroyd, and Ernie Hudson
The Plot: After embracing their family legacy as Ghostbusters, Callie Spengler (Coon) and her kids, Phoebe (Grace) and Trevor (Wolfhard), move into the team’s old firehouse headquarters in New York City with former teacher Gary Grooberson (Rudd). However, Ghostbusters old and new are forced to unite against a new demonic threat that threatens to blanket the city in an endless winter.
The Review: I think it’s only fair to say that, despite being a lifelong Ghostbusters fan, I wasn’t all that enamoured by Ghostbusters: Afterlife. I didn’t like how the film wasted so much of its runtime catching us up (or reminding us of) the Ghostbusters’ past, or that everyone slagged Doctor Egon Spengler off until the final act, which suddenly celebrated him and the late Harold Ramis. It felt a bit too safe at times, repeating many elements of the original film, and spent a lot of time building up the new characters and their dynamics but not in a ghost busting context. However, it ended with the promise that the Ghostbusters would be back in action in New York City and, to be fair, Frozen Empire opens with that very much being the case. After a pretty terrifying opening flashback showing the power of the film’s newest demonic villain, the film jumps to the present day to find Gary Grooberson busting ghosts alongside his surrogate family – matriarch Callie Spengler and her teenage children, Trevor and Phoebe. Having relocated to New York in the interim, the new team not only use the old firehouse, car, and equipment but new gear like Ecto-1’s gunner seat and remote-controlled ghost traps. As exhilarating as their new profession is for them, however, the Ghostbusters still attract a fair amount of negative press; their reckless ways cost the city millions in repairs and earn them the ire of perennial Ghostbuster hated Walter Peck (William Atherton), now inexplicably the Mayor of New York City and wielding the power to threaten the Ghostbusters’ livelihood (despite the financial backing of former Ghostbuster Doctor Winston Zeddemore (Hudson)). While this later becomes a real threat to their operation, Peck initially makes good on his promise by forcing the team to bench Phoebe since she’s underage, a catalyst that kicks off a handful of the film’s many plot threads.
Despite her enthusiasm for ghost busting, Phoebe is sidelined and makes some odd decisions.
Despite her vast intelligence and enthusiasm for the job, Phoebe is effectively barred from ghost busting, driving a wedge between her and her mother and testing her already awkward relationship with Gary. While Gary is eager to be more than just the kids’ confidant and friend, he’s unsure of his boundaries in his strangely unaffectionate relationship with Callie; while she urges him to be a more assertive father figure, he struggles to fill that role out of fear of overstepping the mark. This could’ve been an intriguing plot thread and, indeed, the ghost (no pun intended) of its potential is weaved throughout the film and hastily paid off in the climax but, for the most part, neither Phoebe or Trevor seem all that bothered. They largely accept Gary and Phoebe only lashes out at him due to her frustrations about being benched and ostracised from what she sees as her legacy. She finds some solace when she befriends a ghost girl, Melody (Emily Alyn Lind), which almost explores the question of what it means to be a ghost, adds a humanising element to the spookers, and hints towards Phoebe’s sexuality but, again, these elements are strangely undercooked and boil down giving her a friends to talk to who she stupidly risks her life to grow closer to, only to be burned when Melody begrudgingly betrays her. Much of the film does revolve around Phoebe, which is great as she was the standout character of Afterlife and some of the best parts of Frozen Empire revolve around her investigating the demonic Garraka alongside Doctor Raymond “Ray” Stanz (Aykroyd). Truthfully, these elements should’ve had much more screen time, same as Winston’s Paranormal Research Center, which could’ve offered Phoebe an alternative to ghost busting but instead existed as a fantastical expansion on the firehouse’s eco-containment field and uncomfortably positioned new character Doctor Lars Pinfield (James Acaster) and the returning as Lucky Domingo (Celeste O’Connor) as glorified zookeepers who forcibly extract, imprison, and experiment on unquiet spirits.
The bloated cast bogs down the run time, but at least the old team have more to do this time.
Still, at least Phoebe has something to do here. The same can’t be said for Trevor, who’s primary arcs here involve whining about wanting to be treated as an adult and trying, in vain, to capture Slimer, who’s taken residence in the firehouse attic. His reunion with Lucky is barely a factor and I honestly wouldn’t have missed him if he wasn’t in the film as he really doesn’t do anything of note accept try to help capture ghosts, which is a shame considering him and Phoebe should really be at the forefront of this new generation of Ghostbusters. Similarly, Callie has very little to do here; so little, in fact, that Phoebe angrily attacks her position in the team, criticising her for not being a scientist and only being a member because of her last name. Her sole function is to push Gary to back her up and be a more assertive father figure; otherwise, she’s basically a non-factor. This is the same for Podcast (Logan Kim), which is, again a real shame as he’s got a lot of screen presence and charisma and the whole point of Afterlife was setting up these kids as the new team. Instead, he’s just kinda here because he was in the last film and could easily have been missing without the plot being impacted. On the plus side, Ray gets a lot more to do this time around; Phoebe affectionately refers to him as “Dr. Ray” and Aykroyd’s enthusiasm is infectious, making him a real highlight. Similarly, Winston also gets more play as a mediator between Peck and the Ghostbusters, and offering solutions to their storage and tech issues. In fact, one of the best scenes is him and Ray interacting where Winston chastises Ray for his recklessness given his age, though this also makes me wish we saw more of the old team as mentors to the newbies.
Bungling Nadeem is potentially the only one capable of stopping the demonic Garraka.
This, however, leads into one of Frozen Empire’s biggest issues: there’s just too many characters here and not a lot for them to do. Doctor Peter Venkman (Bill Murray) also shows up, but more as an obligation and a cameo, with Murray appearing bored and painfully aged compared to Ernie Hudson. Former Ghostbuster receptionist Janine Melnitz (Annie Potts) rounds out the old cast, and even suits up at the end, but again is just here as nostalgia bait and really doesn’t offer much to the movie. Add to that the aforementioned James Acaster and a brief appearance by Patton Oswalt and you have a painfully bloated cast that left me thinking many of these roles could’ve been trimmed down, excised, or replaced with other characters and the film’s pacing would’ve been much improved. The most egregious new role, for me, was Nadeem Razmaad (Kumail Nanjiani), an awkward and out of place comic relief in a horror comedy stuffed with comedic actors. Nadeem sells his grandmother’s possessions to Ray, unaware that he’s giving up his responsibility to protect the orb (which contains Garraka’s evil) from harm, and reluctantly learns it’s his destiny to help stop Garraka by mastering his innate pyrokinetic abilities. Sadly, he’s more annoying than funny and, while his firebending abilities help out in the end, I could’ve easily done with him being excised, the Ghostbusters simply finding the orb, and more time being spent on Phoebe outfitting the proton packs with brass to tackle Garraka. This demonic demigod is more of a looming threat than a tangible presence, only appearing in the flesh (so to speak) in the final act, and is truly a terrifying figure, with many awesome powers, but sadly loses a lot of the menace established in the chilling opening with his poor body count. It’s a shame as I liked the aspect that other ghosts were terrified of him, and that he can control them, but it’s not like he manipulates an army of ghostly minions and he shows up way too late, and is far too monstrous, to have much characterisation beyond being unknowably evil.
The Nitty-Gritty: Given the presence of Callie and her kids and their newfound lives in the firehouse with Gary, a prominent theme remains family. As mentioned, Gary struggles to assume a more prominent role in the kids’ lives; he wants to be more than just a friend and co-worker and their mum’s boyfriend, but isn’t sure about how to go about that as he’s worried about overstepping the mark. As Phoebe becomes more outspoken and resentful, Gary gets some opportunities to be more assertive, but earns her respect and the “Dad” title by the conclusion simply by supporting her in the battle against Garraka. The familial theme is primarily supported by Phoebe and Gary, with Callie not showing any pressure about living up to her father’s legacy and Trevor more concerned with Slimer, so this fell a little flat for me. Another theme is of age; Winston chastises Ray for endangering himself and the kids by not letting go of his ghost busting ways, but not only continues to support the Ghostbusters but even suits up alongside them out of loyalty and nostalgia, unable to resist the call of adventure. Venkman also joins them and falls into this category, but simply by being present; he has no real arc in the film except being an ass who tries to steal the spotlight. Other notable themes include destiny, with Nadeem being sceptical and then astounded to learn of his birthright, and the question of what lies beyond, briefly explored in Phoebe’s interactions with Melody.
The nostalgia bait is strong in this one, but not enough to save the plodding pacing.
Even more so than Ghostbusters: Afterlife, Frozen Empire leans heavily on nostalgia; we’re back in New York City and in the firehouse, for starters, so many of the same locations are onscreen, most explicitly the New York Public Library, with convenient exposition basement. This doesn’t always land for me; it’s good to see Slimer back, even in a small role, but I could’ve done without seeing the Mini-Pufts as they weren’t really necessary and the “possessor” ghost could’ve filled that role. On the plus side, the outfits, equipment, and effects all look great; Ecto-1 has a lot of new features, like drones and remote control cars, we get to see Ecto-C (a motorcycle with sidecar and mounted proton pack), and some of the team don new red outfits and upgraded proton packs in the finale. The ghost effects are bolstered by CGI but seem to also include some traditional practical work, especially Slimer, though Garraka casts an intimidating figure whenever he’s onscreen, which just makes me wish we saw more of him. Actual ghost busting is few and far between here, which was disappointing for me considering it seemed like we’d see the Ghostbusters in full force. Instead, the film rehashes the overstuffed containment grid plot and spends more time exploring Phoebe’s burgeoning relationship with Many. However, I wasn’t sold on this; something about a human, talkative ghost raises some weird questions for me about the Ghostbusters’ work and I found it ludicrous that Phoebe, who’s basically a genius, would willingly have her spirit sucked out of her body to be closer to her new friend.
Ghostbusters old and new come together to take down Garraka and redeem the team’s reputation.
One aspect I did enjoy about Frozen Empire was that it at least had a new villain. Garraka may not’ve featured into the main plot as much as I’d like (though, to be fair, neither did the previous villains), but at least the film didn’t rehash Gozer again. Much of the film is focused on Garraka’s orb, its history, and the threat it poses if opened; so, naturally, Dr. Pinfield tries to extract its presence. However, it’s Phoebe who unwittingly unleashes the demon; tricky by a reluctant Melody, she leaves herself open to Garraka’s possession and speaks the incantation which unleashes him. He then promptly ushers in an unnatural ice age across the city and causes the containment unit to breach, which is said would give him an army of ghosts to control but this doesn’t actually happen; the spirits just fly off and we never see them do anything. The new and old Ghostbusters gather at the firehouse to fend of Garraka, only to find his power is so great that he can freeze their proton streams, leaving their fate in the hands of Phoebe and her brass-empowered proton pack and the bungling Nadeem. Luckily for them, Melody has a change of heart and gives Nadeem the flame necessary to weaken Garraka, which allows Phoebe and her family to ensnare him while the old Ghostbusters fiddly with the containment unit and suck him up. In the aftermath, Peck caves to the overwhelming public support and the Ghostbusters are celebrated as heroes once more and head out to round up the ghosts that escaped, presumably meaning the next movie will feature some actual ghost busting rather than a lot of exposition, nostalgia bait, and wasted characters. I just don’t get how Peck, a guy who worked for the Environmental Protection Agency, became Mayor of New York City. I don’t get why Dr. Pinfield and Doctor Hubert Wartzk (Patton Oswalt) needed to exist; I feel Ray, Peter, and/or Winston could’ve fulfilled their roles. I don’t get why Trevor, Lucky, and Podcast were sidelined, why there was little chemistry between Gary and Callie, or why the film played it so safe when it had a great opportunity to tell a new, fun story about a dysfunctional family of Ghostbusters who are mentored by their older (but no less spritely) superiors.
The Summary: If it’s not clear, I was left bitterly disappointed by Ghostbusters: Frozen Empire. The film’s runtime is shorter than its predecessor’s and not much longer than the original films and yet it just dragged so much, especially in the middle and with all the exposition into Garraka. I get wanting to explain the new threat, but it just went on and on and then the payoff was really flat and lacked any stakes as we never saw any civilians in danger. The film’s just far too bloated with too many characters and plot lines; I get Phoebe being mad about being benched, but she could’ve found a new life in Winston’s lab, researching ghosts and such, and found solutions to their problems from there. The family dynamic was lacking for me; Callie and Trevor may as well have been absent as they didn’t do anything of note, which was really disappointing considering how important they were in Afterlife. I liked that Ray and Winston had bigger roles, but I believe that the old team should be relegated to cameos and supporting roles, especially if you’re trying to establish a new generation of Ghostbusters. It’s difficult for me as there was a lot to like here in the aesthetic and nostalgia bait, but something was missing for me and Frozen Empire just faltered midway through and failed to stick the landing, making for a disappointing and often dull viewing experience that could’ve been so much more.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to Ghostbusters: Frozen Empire? Were you also thrown off by the pacing and bloated plot threads or did the nostalgia bait balance this out for you? What did you think to Phoebe’s sub-plot and her relationship with Melody? Would you have liked to see more from Garraka, and were you a fan of the “Firemaster” element? Which Ghostbusters movie is your favourite? Whatever your thoughts on Ghostbusters and Ghostbusters: Frozen Empire, leave a comment below and go check out my other Ghostbusters content across the site.
So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.
Released: 3 September 2020 Originally Released: 21 September 1990 Developer: Nintendo Original Developer: Nintendo EAD Also Available For: Game Boy Advance, Nintendo 3DS, Nintendo Wii, Nintendo Wii U, Super Nintendo Entertainment System (SNES) Classic Edition, SNES
The Background: After the videogame industry crumbled under the weight of overpriced consoles and mediocre titles, Nintendo basically saved the industry with the runaway success ofSuper Mario Bros. (Nintendo EAD, 1985). Despite its bizarre development, Super Mario Bros. 2(Nintendo R&D4, 1986) was also a highly praisedbest-seller, and Mario’s star only rose thanks to the unique marketing strategy behind Super Mario Bros. 3 (ibid, 1988) and that game also being a critical and commercial hit. In 1990, Nintendo were preparing to launch the 16-bit powerhouse that was the SNES and getting back into the thick of the “Console Wars”. Although the developers had to adapt to the new hardware, producer and Mario creator Shigeru Miyamoto was excited by the prospect of imaging new ideas, such as finally implementing a dinosaur companion for Mario. The goal was to refine Mario’s mechanics, impress gamers and critics with the SNES’s graphical capabilities, and deliver a fun, but challenging, gameplay experience to help sell their new console. Super Mario World exceeded in this goal; the award-winning game became the best-selling title for the SNES and has been inundated with widespreadcriticalacclaim ever since its release. The game was adapted into cartoons and comics, resulted in an equally successful spin-off series for Yoshi, in addition to being ported and remastered to new consoles over the years. Its legacy is so strong that it was naturally included as a launch title for the Nintendo Switch Online service in 2020, which is the version I’m reviewing here.
The Plot: When Mario, Luigi, and Princess “Peach” Toadstool visit Dinosaur Land, the princess is kidnapped by Bowser, King of the Koopas. Alongside their new dinosaur friend, Yoshi, the Super Mario Bros. must liberate the island from Bowser’s Koopaling progeny and confront Bowser in his castle to rescue the princess.
Gameplay: Like its predecessors, Super Mario World is a 2D, sidescrolling platformer in which players play as ether Mario or Luigi and journey across seven levels (referred to as “Worlds”) and two bonus Worlds, hopping on Bowser’s minions, collecting power-ups, and grabbing Coins for points and extra lives, all while racing against a timer. As is also tradition, the game features two play modes; one where you go solo and one where you switch between the brothers after each level to allow two players to go head-to-head, taking different routes on the large, varied, interconnected overworld and lending extra lives if required. Unlike in previous 2D Super Mario games, you can’t change the control scheme here, so you’ll be pressing B to jump (ranging from a little hop to a higher jump the longer you press the button) and swim, A to perform the new spin jump (which allows you to defeat certain armoured enemies and break blocks beneath your feet) and holding X or Y to run. You can get quite a bit of speed this time, too, which allows you to glide and fly across levels when you’re powered up by the Cape Feather or run up walls in certain situations. You can also hold X or Y to grab items like Koopa shells, blocks, and keys; these can now be thrown upwards, increasing your range of attack options and opening up new areas to explore. Finally, you can look up, scroll the screen with the left and right triggers, and duck; if you run and duck, you can slip through small gaps and reach bonus areas and secret exits.
Traverse a colourful new land using Mario’s new companion and power-up!
Interestingly, I didn’t notice any difference between Mario and Luigi; Luigi doesn’t jump higher or have less traction, meaning the differences between the two are a simple palette swap, which is odd considering they played differently in Super Mario Bros. 2. The brothers are joined by a new companion in this game, Yoshi. If you hit enough blocks, you’ll eventually spawn in a Yoshi egg, from which this helpful little dinosaur will hatch. Players can ride Yoshi and press X or Y to extend his sticky tongue and eat fruit or enemies, the latter of which can either be swallowed, spat out as Koopa shells, allow Yoshi to breathe fire, and add a “flutter” motion to his jump. Yoshi allows players to do everything they normally can but with the added bonus of acting as a permanent shield; when hit while riding Yoshi, you won’t power down and can simply hop back on him to continue onwards, but you can’t use your Fire Flower abilities while riding him and Yoshi isn’t able to climb vines and won’t accompany you into fortresses or castles. Yoshi can also gain the ability to fly, easily allowing you to cheese through levels, and you can sacrifice him for a boost jump if you’re feeling sadistic. Some levels also include different coloured Mini-Yoshis; carry these until they eat five pieces of fruit or enemies or a single power-up and they grow into an adult Yoshi, and other levels see you riding atop bulbous Monty Moles to safely cross spiked hazards. Mario and Luigi can also use springs to get around, often needing to pick up and toss them to clear higher obstacles, and these are much easier to control than in Super Mario Bros.: The Lost Levels (Nintendo R&D4, 1986); swimming and autoscrolling levels also return, but again I had no issues in dealing with these as the game’s mechanics were so refined. Another new addition is the “Item Stock” in the heads-up display (HUD); if you’re already powered up, new power-ups you acquire are stored in this box and will automatically drop down when you take a hit (or press ‘Select’), which can be a life saver, though you can’t stockpile power-ups on the overworld anymore. Another new feature is the addition of checkpoints mid-way through levels, which I find interesting as these levels felt shorter and far less frustrating than Super Mario Bros. 3’s; hitting this while in your base form will also automatically power you up, too.
The game’s challenge is very fair, offering fun visuals and incentives to keep playing.
Super Mario World gives you three save files to play with and the chance to manually save at certain points, such as after toppling a Koopaling or visiting a Switch Palace. Every level has a secret exit, sometimes accessed via a key or by taking a different route; this allows access to new areas on the overworld and to secret levels and Switch Palaces, where you activate giant-coloured switches to make their corresponding-coloured blocks solid and thus protect you from hazards in levels. This opens the game up to some replay value as you explore each level looking for secrets and new paths, and you’re given some hints towards this through the Message Blocks that convey story text and helpful tips. As ever, you can hop into pipes to find shortcuts, bonus areas, and explore caves and flooded sections; you can take vines up to the clouds, ride platforms, hop off Koopa Paratroopers, and make use of temporary blocks and platforms. Many Worlds contain Ghost Houses that are filled with shy Boos and feature a maze-like element; you’ll need to find the correct door, often by generating temporary platforms or paths using a Switch Block, all while avoiding the ghostly enemies and bottomless pits within. Other levels are autoscrollers that force you to make split-second decisions with your jumps; castles and fortresses are filled with lava, narrow hallways, rotating spiked maces, and crushing Thwomps, often all at once and in close-quarters situations to test your mettle. You’ll need to awkwardly create paths using Control Coins, activate spotlights in Bowser’s Castle, and deal with pipes that now go up and down and blast you through the sky. The background can also move vertically, requiring you to quickly take refuge in safe areas, and you’ll even be climbing on fences, bashing enemies and flipping around to the other side to avoid dangers. Massive, spiked columns crushing trunks, suffocating tar, painful spikes, and bottomless pits increase in their abundance, but Super Mario World is quite generous with its lives; you can find hidden areas where you play mini games to earn a whole bunch of extra lives, in addition to 1-Up Mushrooms popping out from blocks, the background, and being awarded for collecting Coins and defeating enemies.
Graphics and Sound: I was a SEGA kid growing up, so my exposure to the SNES came mainly from a friend who owned the console and a few games. Because of this, I’ve long been fascinated by the “other side” and, when I think of SNES, Super Mario World is one of the first games I think of because of its absolutely gorgeous presentation. This was a dramatic step up from Mario’s 8-bit adventures, featuring a colourful (and surprisingly unique) set of Worlds that really showcased the little things that made the SNES so impressive. Things like Mario’s cap flying back when he falls and bopping fruits on the trees to a touch of parallax scrolling, sprite zooming, and the ever-changing overworld mean Super Mario World remains the quintessential 2D Mario experience for me. Sure, there’s no difference between the brothers other than a palette swap but they’re much bigger and more detailed than ever before here; the addition of Yoshi also cannot be understated, especially as it wasn’t possible to include a character like this in Mario’s 8-bit adventures, and I loved how much quirky, cartoony humour was packed into the enemies, who swoop at you, are very expressive, and appear so much more versatile than simply wandering aimlessly around. Although Super Mario World recycles many of its music tracks for its various Worlds, this is the game I think of when I think of Mario music; every tune is so catchy and upbeat and stays in your head, and I relish hearing that end of level jingle and seeing Mario throw up the peace sign each time.
The game is deceptively big, colourful, and includes more story than ever before.
Super Mario World’s Worlds veer slightly away from elemental themes and more towards the fantastical; you’ll still be exploring thick forests, crossing bridges and bodies of water, venturing into caves, and hopping to mushroom-themed platforms, but there’s a fitting prehistoric bent to the majority of the game. Caves are filled with tar, glittering crystals, or frozen masses of ice; you’ll see hills and mountains in the backgrounds, cross plains filled with dinosaur-like enemies, and ride across lava on platforms made of skulls! Some Worlds are shorter than others, like the sky-themed Twin Bridges with its log platforms and track-based platforms guarded by saws, or contain unique overworld elements, like the Forest of Illusion, which requires you to explore to find the right exit and open up more of the map screen. Spooky levels like the Ghost Houses and the Sunken Ghost Ship impressed in their ambiance; there’s an ominous fog in the air, a creepy melody playing, and lightning flashing in the background, and I loved how the Sunken Ghost Ship was a wrecked recreation of the various Airships from Super Mario Bros. 3. The overworld changes as you find new exits, creating shortcuts and even changing seasons as you find more exits; this also allows you to take a shorter, far easier path to the final fight in the Valley of Bowser and avoid the pain of navigating the doorways and challenge of the longer path. Story is emphasised much more here, with text and fun little cutscenes pushing you onward after clearing each castle but, while Luigi’s sprite features in the cutscenes, the story text doesn’t change to reference him, which is a bit of a shame.
Enemies and Bosses: Many of Mario’s common enemies make a return here, including Goombas, various Koopa Troopers, Boos, the always-annoying Lakitu, and Bullet Bills, but these also come in new variants, meaning you’ll see rings of Boos, Boos disguised as blocks, and Boos that aren’t as shy as their peers and attack from the shadows, Super Koopas that dive from above, and many of them fill the screen either as expected or floating along in bubbles. Super Mario World sees the debut of enemies such as Magikoopas (who teleport in to fire a magical blast and are immune to our regular jump), Wigglers (who get very mad when you hop on them), the screen-filling Banzai Bills and Big Boos, alongside large, weird green bubbles, a lava dinosaur, and other dinosaur-themed enemies who wander about, breathe fire, or take a couple of hits to defeat. By far the most aggravating new addition is Chargin’ Chuck, a turtle protected by American football gear who can charge at you (destroying any blocks in their way), duplicate themselves, toss various projectiles (from footballs to rocks), summon other enemies, and prove highly resistant to your attacks thanks to their padding. You’ll also have to watch out for the Amazing Flyin’ Hammer Brother, who swoops overhead tossing an endless supply of hammers at you, and Sumo Brothers, who spawn flaming pillars with their jumping stomp.
Although enjoyable and cartoonish, the boss battles are a little too repetitive and easy.
In the game’s fortresses, you’ll battle four Reznors, fire-spitting Triceratopses on small, rotating platforms stationed over a bridge that slowly disintegrates over a pool of lava. The only way to attack the Reznor’s is from beneath, which is pretty simple despite their many fireball projectiles. In the Donut Secret House, you’ll battle a Big Boo, one that doesn’t freeze when you face it and instead fades in and out; while Big Boo can’t hurt you, his regular Boo minions can, and you’ll need to grab the blocks conveniently placed underfoot to defeat him. Like in Super Mario Bros. 3, you’ll have to defeat Bowser’s children, the Koopalings; but, while they differ in their abilities since they no longer have magic wands, they’re no less disappointing since all but one of them recycle three specific attack patterns. Iggy and Larry Koopa are fought on a tipping platform in a lava pool where you must avoid their shell attack and fireballs and bop on them to force them into the lava, Morton and Roy run up the arena walls and try to drop on you from above, and Lemmy and Wendy O Koopa fire bouncing projectiles and decoys, but you can easily avoid these and hop on them when they pop out from the pipes. The only Koopaling with his unique attack strategy is Ludwig von Koopa, who spins about in his shell and spits fireballs, but none of the Koopalings present much of a challenge and they’re actually easier to beat than before! When you finally reach the Valley of Bowser, you’ll battle the Koopa King on the castle roof; while a unique battle since you can only damage Bowser by timing throws of his Mechakoopas, it also doesn’t present much of a challenge. Bowser hides in his Koopa Clown Car, floating out of reach and tossing Mechakoopas in the first phase; in the second, he tries to crush you with a massive ball, and the third sees him bounce around in desperation. Between each phase, fireballs will rain from the sky and Peach will toss you a Super Mushroom, making this battle even easier, and I was a bit disappointed that it didn’t require you to do anything other than toss stuff upwards so it hits Bowser’s head.
Power-Ups and Bonuses: All of Mario’s signature power-ups return here, including the Super Mushroom, 1-Up Mushroom, the always-useful Fire Flower, and the invincibility-granting Super Star. Mario can again commandeer Lakitu’s cloud to briefly fly over levels, collect Coins for points and extra lives, and can even find rare Moon items that grant three extra lives. In addition to Yoshi, Super Mario World’s new power-up is the Cape Feather, which adds a cape to your sprite to swipe away enemies, slow your descent, and rocket you into the sky with a fun (if, at times, clunky) gliding/flying mechanic that can reach new areas and exits, cheese entire sections, and see you crashing into the ground for a massive area attack. You can also grab a Power Balloon to temporarily become inflated and cross gaps, collect five Yoshi-branded Dragon Coins in each level for a 1-Up, and grab random power-ups from Roulette Blocks.
Additional Features: There are ninety-six exits to find in Super Mario World, with the total amount you’ve found being tracked on your save file; there are also four Switch Palaces to find, up to three secret areas for most levels, and a whole bunch of Dragon Coins to collect if you feel like giving yourself an extra challenge. Finding secret exits is the only way to warp to Star World, which not only offers additional platforming challenges but also acts as a fast travel point across the overworld. Clearing Star World unlocks the game’s greatest challenge, Special Zone, which boasts eight demanding levels that owe their difficulty to Super Mario Bros.: The Lost Levels. Although there are no additional or remixed bosses to fight here, you’ll need all your patience and platforming skill to get past their gaps and wild enemy placements. Clearing this World permanently changes the overworld to an autumnal theme and changes some of the enemy sprites to have comical Mario faces, and you can skip right to this state (and access all hidden levels) by selecting the “SP Version” of the game from the Nintendo Switch Online menu. Naturally, this version of the game includes helpful save states and rewind functions; you’ll also find additional cutscenes and gameplay changes (particularly to Luigi), and various unlockables and enhancements in the Game Boy Advance version.
The Summary: I’ve played Super Mario World before, on original hardware, emulation, and the SNES Mini and I have beaten it in the past, but never in a proper, sit-down, focused playthrough like this. After struggling with 2D Mario, and being aggravated by Super Mario Bros. 3, I was worried that I was in for more of the same here, but it was pleasantly surprised by how much I enjoyed this gameplay experience. Mario and Luigi are so much better to control here now that they’re not slipping and sliding all over the place; the levels are fun, colourful platforming challenges with perfectly fair hazards and completion requirements; and the overall presentation is the best that 2D Mario has ever been, even accounting for the various 16-bit remakes. Although the game felt a little shorter and lacking in some features, it’s got some fun secret paths and invites exploration, as well as back-loading the adventure with some pretty challenging bonus levels. I really enjoyed how it carried over certain Mario tropes (the stone-and-lava castles, the whimsical nature, the underground and water sections, etc) without falling into the cliché of having elemental-themed Worlds. The dinosaur theme was fun and one I’d like to see revisited in a future game; Yoshi made for a fantastic new mechanic and companion, more than making up for the otherwise disappointing power-ups. While I was again let down by the bosses, I can’t fault Super Mario World; it just is SNES-era gaming to me and its many positives, particularly in the visuals, the soundtrack, the controls, and the level of challenge it offers, more than outweigh any concerns so I’m very happy to have finally given it the time and attention it deserves.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
Was Super Mario World in your SNES library back in the day? How do you feel it compares other Mario titles, specifically the 2D adventures? What did you think to Yoshi and the new cape power-up? Did you ever discover all the secret exits and beat the secret Worlds? Were you also disappointed by the boss battles? Would you like to see a return to Dinosaur Island? How are you celebrating Mario’s birthday this year? Whatever your thoughts on Super Mario World, feel free to share them below or drop a comment on my social media and be sure to check out my other Mario content!
So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.
Released: 11 July 2003 Originally Released: 23 October 1988 Developer: Nintendo R&D2 Original Developer: Nintendo R&D4 Also Available For: Nintendo Entertainment System (NES), Nintendo Switch Online, Nintendo Wii, Nintendo Wii U, Playchoice-10, Super Nintendo Entertainment System (SNES) Classic Edition, SNES
The Background: Following the infamous videogame crash after an influx of numerous overpriced consoles and mediocre titles, Nintendo were propelled to the forefront of the dying market by the unprecedented success ofSuper Mario Bros. (Nintendo EAD, 1985). Surprisingly, considering the game’s success and popularity, development of its sequel became one of the most bizarre stories in all of gaming. Since the difficulty of Super Mario Bros. 2(Nintendo R&D4, 1986) caused concern for Nintendo of America, whimsical Mario clone Yume Kōjō: Doki Doki Panic was retooled into an official Super Mario Bros.sequel and, despite its vast differences, became a highly praisedbest-seller. After briefly toying with employing an isometric perspective for the third game, developer Shigeru Miyamoto sought to both return to Mario’s roots and vastly expand upon his world and repertoire through new power-ups and a gaggle of new mini bosses based both on his staff and famous classical musicians. A shortage of ROM chips saw the release of Super Mario Bros. 3 significantly delayed; however, Nintendo used this time to employ a unique marketing strategy by licensing their products to be included in the kids adventure film The Wizard(Holland, 1989), with Super Mario Bros. 3 featured as a centrepiece. This resulted not only in many watching The Wizard just to get a glimpse of Mario’s latest adventure but also in the game becoming a best-seller for the NES and being universallypraised upon release. Super Mario Bros. 3 was so influential and celebrated that it formed the basis of a new Super Mario Bros. cartoon and the game has received several ports, including a 16-bit remaster for the SNES as part of Super Mario All-Stars (Nintendo EAD, 1993). This version of the game served as the basis for the later Game Boy Advance port, which was the fourth in the Super Mario Advance series of re-releases for the popular handheld. Featuring updated graphics and vocal performances from Mario voice actor Charles Martinet, Super Mario Advance 4 was also compatible with the short-lived e-Reader add-on (unless you lived in Europe) and the game was met with equally positive reviews that lauded the recreation of Mario’s classic gameplay and the expansion of his world and abilities, despite the smaller screen resolution and lack of additional content.
The Plot: When the Koopalings, the children of the Koopa King Bowser, conquer each of the seven kingdoms of the Mushroom World by stealing magical wands from their kings, it’s up to the Super Mario Bros. to travel to each kingdom, retrieve the stolen wands, and confront Bowser his own realm, the Dark Land.
Gameplay: As is generally the case for a classic 2D Super Mario videogame, Super Mario Bros. 3 is a 2D, sidescrolling action/platformer in which players must make their way through eight Worlds, each containing up ten Levels, running, jumping, and hopping from blocks and fantastical enemies to reach an end goal, this time in the form of a square that, when hit, will award an item card (collecting three of the same will award an extra life). This version of the game offers three save files and you can pick two ways to play, either as Mario alone or as Mario and Luigi, with you swapping between characters after losing a life or from the overworld map, and even being able to lend extra lives to the other player if they’ve run out. The controls are as simple as you could want from this type of game: A is for jumping and B is for running. However, holding A will see you jump higher and further, holding B for an extended time sees you build up the P Meter and break out into a sprint to cover greater distances (or even fly with certain power-ups), and you can also pick up blocks and certain enemies with B, similar to Super Mario Bros. 2, which can be tossed at other enemies or used to blow up or break through blocked walls. Pressing down will not only see you crouch to avoid projectiles but also allows you to slide down slopes to take out enemies or fit through small gaps when running, though I found it’s usually easier to use the character’s smaller base form to accomplish this. While both Mario and Luigi have the same capabilities, there are differences; Luigi is taller and has a little flutter jump to make him a superior jumper, but he’s also much slipperier to control and that’s really saying a lot considering how poor Mario’s traction is in this game!
Mario is back, bigger than ever and with a whole host of new abilities at his disposal!
Although it’s a shame to go from playing as four characters to just two, Super Mario Bros. 3 makes up for this by being absolutely massive! Each World has its own distinctive overworld, with different layouts, animations, and music accompanying them; you move across the map to access each Level or a Toad House to play a mini game, but you can also use pipes to warp around to different areas, access shortcuts, and take on optional battles against the likes of the Hammer Bros. for additional power-ups. While you’re not free to go wherever you like, there are options to skip Levels using these power-ups and other shortcuts, though you won’t get a “Perfect Clear” if you don’t conquer each Level and Fortress contained in each World. Levels are presented as short obstacle courses that gradually test your patience, platforming skills, and deductive reasoning; things start out simple enough, with you jumping to blocks, over gaps, and warping about using pipes against a variable time limit, knocking off enemies to increase your score and earn extra lives, but things quickly become very tricky once the hazards and requirements start to ramp up. Falling or temporary platforms, moving platforms, and projectile spitting enemies are commonplace here, as are respawning enemies, nigh-invincible enemies (unless you have a block or power-up handy), and you’ll often find yourself either trapped in a tight corner or sent plummeting to your death thanks to various hidden blocks popping up at the worst possible times! Sometimes, you’ll hit a block and a power-up will pop out; mostly, you’ll get Coins, but other times a climbable vine will lead to a secret power-up room, a P-Switch to grab some Coins, or the Level’s exit. Other times, you need to hop to erratic moving platforms, bounce off flying enemies for an extra boost, toss Bob-ombs to break through walls, or even grab a series of Starmen to make yourself invincible and bypass spikes, snapping piranhas, and flame bursts. Each World ends with you battling across the Koopaling’s Airships, dodging Bullet Bills, cannonballs, hopping across bolts, and avoiding jet flames as the screen bounces and tilts about. In World 8, you’ll also have to hop across tanks in a horizontal scroller, dodging many of the same obstacles, which naturally represent some of the hardest and most aggravating challenges in the game.
You’ll need all the help you can get to beat the rising difficulty and tricky platforming challenges!
While many of the game’s hazards and enemies will inevitably repeat, they are often used in creative and more difficult ways later in the game, from simple stuff like mixing different enemies into the Levels to more annoying inclusions, like constantly respawning enemies or platforms coming to life beneath your feet, or having to bounce perfectly off music note blocks and run across falling platforms. You’ll sometimes have to swim underwater, tapping A or making use of the Mario’s new Frog Suit power-up to more efficiently bypass Cheep-Cheeps and Bloopers; other times, the Levels autoscroll horizontally, vertically, and diagonally, putting your reaction times and platform skills to the test. There are also a number of looping mazes, often involving pipes or the lava-infested Fortresses, with some having exits so obscure that you’ll have no choice but to consult a guide (World 6-5, for example, traps you in an endless loop and forces you to awkwardly fly up a specific part of the stage using the Raccoon Suit while holding a Koopa shell to break through some blocks and reach the exit, none of which is very intuitive). As if the small platforms, singular blocks, and broken bridges aren’t bad enough, you’ll also have to contend with projectiles, blocks coming to life, timid ghosts who chase you when your back is turned, bottomless pits, instant-death lava, temporary moving platforms that you must jump on to change their direction to progress upwards, suffocating quicksand, leaps of faith, and treacherous platforming nightmares up in the clouds. Thankfully, you have infinite continues; when you lose all your lives, you can continue on with a fresh stock, though your score resets to zero. You’re prompted to save your game after clearing every Fortress and Airship, though you can manually create a temporary save at any time from the pause menu if you need to take a break. Gameplay is mixed at the Toad Houses, where you play various mini games for power-ups and extra lives; these reset after you lose all your lives and continue your game but can be really tricky. One sees you having to stop sliding tiles at just the right time, which I found all-but impossible; one sees you turning over cards to find doubles; the other has you picking from three chests; or you can fight a couple of Hammer Bros. to earn a chest containing a random power-up.
Graphics and Sound: This version of Super Mario Bros. 3 may very well be the best, visually speaking; while some changes were inevitably made to accommodate for the Game Boy Advance’s hardware and software specifications, the presentation is absolutely top-notch. The game pops with vibrant colours at all times, with some fun visuals in the backgrounds (such as big green hills, pyramids, clouds, and Bowser portraits), and a lot of visual variety even when some Levels recycle assets from others (the Fortresses, Airships, and most underwater Levels are the most obvious examples). Palm trees, icy platforms and slippery, snowy landscapes, unstable or incomplete bridges over water filled with ravenous fish or bubbling lava, and block- or cloud-based environments are commonplace, as you’d expect, but you can also venture underground into dank caves, crystalline mines, and sewage systems filled with a network of pipes and a wraparound screen feature similar to the original Mario Bros.(Nintendo R&D1, 1983). World 4 was one of my favourites as everything is gigantic here, including the pipes and enemies, turning even regular Koopas into monstrous foes, but I quite enjoyed the jaunts into the desert areas, even with that maniacal sun chasing after me! World 6 was one of my least favourites as everything’s covered in snow and ice, making a slippery game a hundred times more difficult to play, and the pipe mazes of World 7 also caused quite a headache. Things get suitably ominous in World 8, a lava-filled hellscape full of tanks, submarines, and airships; even the overworld is affected, restricting your vision until you clear certain Levels, and dropping you into darkened deserts and deep jungles filled with tricky platforming sections.
The game is whimsical and colourful, with some fun tunes and great visual variety.
One added benefit to being on the Game Boy Advance is the inclusion of voice samples; Mario and Luigi will shout with joy and wail in pain whenever they snag a power-up or lose a life, respectively, and the game is bolstered by some of the catchiest tunes in the entire franchise. While many of these are recycled across the game’s many Worlds, they never fail to be infectious and keep things whimsical, even when you’re tearing your hair out because you somehow slipped off a platform or weren’t quite pixel-perfect enough to make a jump. A couple of cutscenes also help punctuate the action; dialogue boxes have the Toads pleading for help when you reach each World’s castle and see the state of their king (there’s even a Yoshi cameo at one point); you’ll see the brothers hop onto the Airships and fall from the sky in triumph after securing each magic wand, and Princess Peach (and, later, Bowser) leaves letters for you containing words of encouragement and rare power-ups (or, in Bowser’s case, a final challenge). If you manage to get to the secret warp zone, you can skip ahead to different Worlds, which alters the order you play the game and also results in different cutscenes playing (such as seeing the Koopalings invade a castle beforehand) if you, for example, skip right to the final confrontation before besting the other Worlds. World 3 also has you control a little raft to get to different Levels and Toad Houses, World 2 contains pyramids for you to scale and conquer, and World 8 is littered with tanks and dangerous optional squares that pit you against some of the game’s toughest foes while hopping across a lava pit using precarious platforms! Although neither character has any idle animations, they can transform into a variety of super fun different forms with their different power-ups and everything runs very smoothly. This version of the game even includes a brand new opening cutscene, styled like a pantomime, in which Peach begs for help after the Koopalings attack, and you’ll even spot her screaming for help when battling your way through World 8.
Enemies and Bosses: Unlike Super Mario Bros. 2, which featured entirely new and fantastical enemies, Super Mario Bros. 3 features the return of many of Bowser’s most recognisable minions: Goombas, Koopa Troopas, Bloopers, Bullet Bills, Cheep-Cheeps, Spinys, Piranha Plants, and the ever-annoying Lakitus are constant hazards across each of the game’s eight Worlds. Spinys will drop from the ceiling and dash at you, Koopas will re-emerge from their shells if you hold them too long, and both them and the Goombas can be seen fluttering around with wings this time. The Hammer Bros. also return, usually guarding the end of Level goal or as mini boss challenges on the overworld; boomerang and fire-flinging variants also crop up, as do larger Sledge Bros., who can stun you with a ground slam. The only enemy to return from Super Mario Bros. 2 is the Bob-ombs, who will be endlessly spat out of cannons or spawn into areas where you need to use them to break certain blocks, and Super Mario Bros. 3 sees the debut of Mario staples such as the Thwomps (massive, angry blocks that try to crush you), Boos (shy ghosts who freeze when you’re facing them), Big Bertha (a massive Cheep-Cheep who’ll swallow you whole if you get too close), Chain Chomps (ravenous Pac-Man-like mouths attached to chains), and Dry Bones (skeletal Koopas that reassemble after being jumped on). You’ll also have to try and dodge the annoying wrenches tossed by the endlessly respawning Rocky Wrenches on the Airship Levels, be aware of spikes and blocks tossed by smaller enemies, hop across gaps on giant cannonballs, quickly jump over laser-spitting Bowser Statues, and run for your life when the Angry Sun swoops out of the sky!
Considering how tough it is to get to them, it’s a shame there’s not more variety to the Boom Boom fights.
While you can challenge the Hammer Bros. and their variants by landing on them on the overworld, it is possible to skip these confrontations; when you battle them, it’s highly advisable that you have the Fire Flower power-up, which makes short work of their constant stream of projectiles, and defeating them can net you a nifty rare power-up and make traversing the overworld a little easier. These mini bosses might be optional, but if you’re going for 100% completion then you’ll definitely have to battle one at the end of World 8-Tanks and you’ll need to go head-to-head with Bowser’s primary henchman, Boom Boom, on numerous occasions. Boom Boom awaits at the end of every Fortress in the game and acts as a mini boss throughout World 8; generally, getting to him is tougher than the battle itself as Boom Boom waits at the end of lava-, fireball-, Thwomp-, and hazard-filled obstacle courses that can really test your endurance. Boom Boom himself is fought in an enclosed arena, sometimes with mid-air blocks that act as obstacles, sometimes with an icy floor to send you sliding right into him, and sometimes he takes to the sky with wings and dive bombs you. In each fight, the strategy is the same: Boom Boom will wander back and forth, occasionally leaping at you with his spiked shell or diving at you from the sky, and you must hop on his head three times (or blast him three times with a power-up) to be victorious. If you’re playing the Nintendo Switch version, or the Japanese version of this game with the e-Reaper feature, you’ll also battle two Boom Booms at once on the World-e map, but I have to say that fighting this guy over and over, sometimes up to four times for each World, quickly grew as tedious as the multiple encounters with Birdo in Super Mario Bros. 2 and it’s a real shame that more variety wasn’t included here (like giving Boom Boom different power-ups or having more hazards in the arena).
There’s not much to the game’s bossbattles, with even Bowser being pretty simple to best at the end.
Sadly, this disappointment also extends to the Koopaling you encounter at the conclusion of each Airship. Each Koopaling wields a magic wand that fires a projectile into the cramped arena and jumps around, often retreating into their spiked shell to protect themselves, and can be defeated in three hits. While Wendy O. Koopa and Iggy Koopa can jump a little higher than others, which can mess up your attack strategy, Roy and Ludwig von Koopa can stun you by creating earthquakes, which leaves you vulnerable to their slow magic projectiles. Wendy and Lemmy Koopa are probably the most unique and memorable of the seven as Wendy fills the screen with candy rings that bounce all over the place and Lemmy rolls about on a magical ball firing smaller balls that can hurt you or be used as platforms to avoid his erratic rolling and bop him on the head. Again, though, while each of the Koopalings looks different and has slightly different attack patterns, they’re all basically the same; if you can reach them with a Fire Flower or Hammer Suit then you’re laughing, but the hardest thing about most of them is that you have the suffer through the entire Airship course all over again if you die fighting them. Their father, Bowser, appears only as the final boss of the game; after enduring some of the game’s hardest Levels, defeating more Boom Booms and dodging a whole host of enemies and hazards, you’ll reach Bowser’s Castle, a maze-like shrine to the Koopa King with branching and looping paths and lava pits. Bowser himself spits fireballs at you that you must duck or jump over and will leap into the air to crush you with a butt stomp; simply dash underneath him and cause him to destroy some of the blocks. Do this three times in the same area (or manage to blast him with enough projectiles) and he’ll plummet to his doom, leaving you to free Princess Peach and restore the peace to the land. You’ll also battle him twice more in World-e, with one battle being functionally the same and the second being made harder by the presence of unbreakable blocks included on the floor.
Power-Ups and Bonuses: After being disappointed by the lack of power-ups in Super Mario Bros. 3, I’m happy to say the Super Mario Bros. 3 goes above and beyond with its power-ups! Staples such as the 1-Up Mushroom, Super Mushroom, and Fire Flower return, granting an extra life, an extra hit, and the ability to throw fireballs, respectively, alongside Coins that grant extra lives when 100 are collected and the Starman, which grants brief invincibility. Super Mario Bros. 3 also debuts some brand new power-ups that have since become franchise staples, such as the warp whistle and cloud that will teleport you across the overworld, Blue Coins (though they have no additional value), hammers to break overworld blocks, and a music box to send enemies to sleep in this same area. Mario and Luigi also have some new forms here, such as the Frog Suit (which allows greater movement when underwater at the cost of impeding land movement), the Hammer Suit (which lets you toss a bunch of hammers and protect yourself from projectiles and the cost of sliding down hills), and by far my favourite Mario power-ups: the Super Leaf and Tanooki Suit. These grant you cute little raccoon ears and a tail (or a full raccoon suit, respectively) that lets you attack with a tail swipe, flutter jump by tapping A, and fly through the sky after building up enough speed. Pressing down and B while wearing the Tanooki Suit also transforms you into a statue to avoid damage from enemies and projectiles, and you can fly indefinitely when awarded with a P-Wing, easily allowing you to soar over the game’s more troublesome sections. There’s also an additional, somewhat secret power-up in the game; if you defeat a the shoe-wearing Goombas in World 5-3 in just the right way, you can hop into the shoe and safely pass over spikes and defeat spiked enemies, all while retaining any other power-ups you already have.
Additional Features: There are eight Worlds to explore in Super Mario Bros. 3, but that doesn’t mean you have to conquer every Level or Fortress found in each. The warp whistle and Lakitu’s Cloud items will let you skip entire Worlds and Levels if you wish, though you won’t be greeted with a “perfect” completion screen and the score on the save file menu won’t be at its maximum until you beat every Level in the game. There are numerous extra lands and shortcuts to find on the overworld that lead to Toad Houses where you can play mini games for extra power-ups, but some just lead to dead ends unless you beat Levels to unlock the gates or use a hammer item to smash the rock blocking your path. The NES and SNES versions of the game see players compete head-to-head to see who will challenge a Level, but this is entirely absent from this game as a traditional two-player mode is omitted. As mentioned, there is a whole extra World to explore included here, one that includes power-us, collectibles, and features from previous and subsequent Super Mario games, but it’s locked out from the European version of the game so the only way you can play World-e is to either import the game, cards, and e-reader or just play the re-release on Nintendo Switch Online. However, this version does still include a 16-bit remake of Mario Bros. that you can select from the main menu. This version of the game can be played with others and features all-new backgrounds, assets, and music; new POW Blocks, the Super Mario Bros. 2 power squat jump, and quality of life features have also been included, but there are no mirror mode, harder difficulty, or other unlockables included in this version of Super Mario Bros. 3.
The Summary: I knew what I was getting into when I chose to play this version of Super Mario Bros. 3; I didn’t actually have to play the Game Boy Advance version as I could’ve made things a lot easier on myself and played the Nintendo Switch Online or SNES Mini version but I decided that I wanted to experience the game on real hardware, especially as I just so happened to own the Game Boy Advance cart. In the end, I was conflicted: on one hand, this is a massively enjoyable platformer, with some of my favourite tunes and power-ups and containing a sprawling, surprisingly varied gameworld. Super Mario Bros. 3 definitely set a new standard for the franchise, which would pretty much always include an overworld, multiple power-ups, shortcuts, and battles against the Koopalings. Levels are short, action-packed obstacle courses that will really test your skills as a player; there are a lot of opportunities to snag new power-ups, different ways to tackle each Level depending on what you have in your inventory, and I the overall presentation is whimsical and fanciful. However, on the other hand, Super Mario Bros. 3 can be hard as balls sometimes! Now, granted, I’m not the most accomplished 2D Mario player; I often struggle with the precision platforming, abundance of death pits and instant-death traps, and Mario’s notorious lack of traction, but I was frequently left frustrated with Super Mario Bros. 3’s repetitive and uninspired bosses, almost unfair level of challenge, and the unintuitive methods required to beat certain Levels. For a game as big as this is, it’s really a shame that so much gets recycled; I don’t understand why every World ends with an Airship when assets for a Tank and Submarine-based variant exist in World 8 and could’ve mixed things up a bit. I don’t get why every Fortress has to include a fight against Boom Boom when we could’ve fought a Sledge Bro or Big Bertha or given him some different power-ups. And the final battle against Bowser was pretty underwhelming, to the point where I was expecting a second phase and genuinely surprised when the ending cutscene played. In the end, this is easily the best of the NES Mario games; it’s large and packed full of stuff to do, but is mired by a difficulty curve that is just a little too frustrating for me at times (though probably well within the skills of a more accomplished Mario gamer).
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you enjoy Super Mario Bros. 3? Which version of the game is your favourite and which console did you first play it on? Were you disappointed that there weren’t more characters to play as or did you feel like the new power-ups made up for this? Did you also struggle with the traction and platforming challenges on offer here? Were you disappointed by the repetitive stage design and bosses or did the sheer size of the game balance this out? Which power-up or World was your favourite, and did you ever play through World-e? How are you celebrating Mario’s birthday this year? Whatever your thoughts on Super Mario Bros. 3, feel free to share them below or drop a comment on my social media and be sure to check out my other Mario content across the site!
“Talk about your psalms, talk about “John 3:16”…Austin 3:16 says I just whupped your ass!”
With those immortal words, spoken by the legendary pro wrestler “Stone Cold” Steve Austin after winning the King of the Ring tournament on 23 June 1996, a momentous wrestling career was about to unfold before our eyes that would see everyone’s favourite beer-swigging, finger-gesturing anti-hero become not just an industry icon but a mainstream icon as well. Here’s to yah, Steve!
The Date: 31 May 1998 The Venue: Wisconsin Center Arena; Milwaukee, Wisconsin The Commentary: Jim “J.R.” Ross and Jerry “The King” Lawler The Referee: Vince McMahon (guest) The Stakes: Initially a main event match for the WWF Championship with Pat Patterson as the guest ring announcer and Gerald Brisco as the guest timekeeper wherein Austin loses the belt if he touches McMahon, later altered to a no disqualification, falls count anywhere match
The Build-Up: Any wrestling fan worth their salt will be fully aware of the ratings war between the World Wrestling Federation (WWF) and World Championship Wrestling (WCW), which became must-watch television thanks to one ofthe greatest feuds of the WWF’s “Attitude Era”: the rivalry between abrasive anti-hero “Stone Cold” Steve Austin and WWF Chairman Vince McMahon. After the infamous “Montreal Screwjob”, Bret “The Hitman” Hart left the WWF and McMahon’s evil “Mr. McMahon” character clashed with Austin, who had captured the WWF Championship at WrestleMania XIV and refused to conform to McMahon’s vision for the company. After wrapping up his first feud with the Undertaker, the sadistic Mankind debuted a new, carefree persona, Dude Love, with whom Austin briefly held the WWF Tag Team Championships before Dude randomly attacked both Austin and McMahon on weekly TV. This led to McMahon forcing the two to face each other for the WWF Championship at Unforgiven: In Your House, but Dude Love came up short thanks to Austin getting himself disqualified. McMahon punished Dude Love by forcing him to fight his long-time friend and mentor, Terry Funk (who was operating under the “Chainsaw Charlie” gimmick), wherein Dude Love dismantled his friend and forged an alliance with the WWF Chairman in order to curry favour with the boss and capture the elusive championship. McMahon further stacked the deck by not only installing his stooges, Pat Patterson and Gerald Brisco, at ringside but also by naming himself the special guest referee in a bid to get the belt off his hated rival.
The Match: I became a wrestling fan at the end of the nineties, pretty much in the year 1999. Around then, my friends and I were playing the games on Nintendo 64 and PlayStation, and I would occasionally catch the odd episode or segment whenever I was at the house of my one friend with a Sky subscription. All this is to say that I came in at around the time of the Cactus Jack/Triple H feud and that, as much as my friend being a big Mick Foley fan, was enough to make Foley one of my favourite wrestlers at the time. As the years passed and I got my hands on more WWF content, I marvelled at his early matches in Japan and his bizarre promos as Mankind and his later Hell in a Cell antics, but it was his character work that really won me over and, to this day, I can’t help but watch the “Three Faces of Foley” segment from 1997 without chuckling. However, Dude Love is probably my least favourite of Foley’s three personas, simply because I enjoy his more extreme and surreal antics, but it’s definitely one of the most complex and peculiar since this is the façade he adopted to try and get in McMahon’s good graces, and which McMahon happily manipulated simply to try and get the WWF Championship off Steve Austin. Much of this is expressed at the start of this match, where Pat Patterson spent a couple of minutes bigging up both McMahon and Dude Love as they entered the ring and Foley (blue blazer and all) happily shook hands with the boss and his stooges, although their jovial mood was immediately soured right before the match started as the Undertaker came down to ringside to level the playing field.
The brawl quickly became extreme as McMahon changed the rules to favour Dude Love.
Austin and Dude Love kicked things off with a bit of a tie-up and Austin immediately showed the boss exactly what he thought of him by flipping him off after McMahon physically separated the two. Dude Love won the second tie-up and scored a two count off a clunky-looking shoulder block, which raised Austin’s ire as he accused the WWF Chairman of counting too fast on the pinfall. Austin and Dude Love tangled again and again the Dudester got the upper hand with a knee to the gut and a series of side headlock takedowns that earned him a couple of one counts, before Austin knocked him down with a back elbow and gave him a taste of his own medicine with a ground headlock of own. Austin brought Dude Love to his knees off an awkward Irish whip exchange and knocked Foley’s false teeth out; Austin then crushed them under his heel, but this distraction was enough for Foley to start beating on the champion in the corner. Austin exploded back into action with his patented Lou Thesz Press and then sent Dude Love tumbling over the top rope and to the outside with a clothesline, however Foley quickly regained the upper hand by tossing Austin into the steel steps at ringside. After rolling back into the ring, Austin fell victim to a Russian leg sweep, kicked out at two, and then found himself being choked and even chewed on in the ring corner! Despite Dude Love’s tenacity, Austin continued to kick out and even countered an Irish whip into a neckbreaker, which finally allowed him to build some momentum with a series of clotheslines. Austin even tied Foley up in the ring ropes after countering his signature nerve hold, the Mandible Claw (or should I say the “Love Handle”?) When the two resumed brawling around the announce tables, J.R. just about blew a gasket when Patterson announced that McMahon had changed the rules from a simple one-on-one contest to a no disqualification bout so that Dude Love could choke Austin with a piece of cable.
Austin and Dude Love battled on the outside, crashing into cars and concrete alike.
However, as much as Mick Foley thrived in a no disqualification environment, this stipulation also greatly favoured Austin; he launched Dude Love into the timekeeper’s table and hammered on his forehead with closed fists, bashed his head off the steel barricade, and then clotheslined him into the braying crowd. Back in the ring, Austin choked Dude Love on the bottom ropes but missed his trademark running rope knee attack, which allowed Foley to kick him to the outside with a baseball slide and then deliver a neckbreaker on the entrance ramp. Sensing the tide turning in favour of his flunky, McMahon frantically had Patterson announce that the match was falls count anywhere and dove in to count the pin, only for Austin to twice kick out at two. Austin answered back with another clothesline, kicking off a brawl around the cars dotted around the entrance ramp; Austin was launched into a windshield and had his head bashed off a car hood, but returned the favour with a flapjack into another car for a couple of close two counts. Austin then forced Dude Love onto a car roof and ended up taking a nasty tumble to the floor before Foley performed a sunset flip (which had to hurt him more as his tailbone bounced right on the concrete) for another near fall. Dude Love’s attempts to assault Austin with a metal pipe were thwarted by another flurry of punches from the champion, though Foley was able to counter a piledriver attempt into a back body drop. With Austin down and bloody from the challenger’s assault, Dude Love clambered onto a car and went for a diving elbow but ate nothing but concrete when the champion rolled out of harm’s way (though Foley was still able to get his shoulder up off the pin fall).
Thanks to a stray chair shot and the Undertaker’s assistance, Austin triumphed over the odds.
Austin battered Dude Love back into the ring, where Patterson tripped Austin off an Irish whip, allowing Dude Love to get back in control and further split open Austin’s head wound by driving him head-first into the exposed steel ring bolt. Defenceless, Austin was easy prey for Dude’s stomps and patented running knee strike in the corner; Austin tried valiantly to rally against Foley’s assault but ate two more shots into the exposed bolt. However, when the champion still kicked out, McMahon ordered Patterson to hand the challenger a steel chair and Dude Love wasted no time putting it to good use, driving it into Austin’s gut, cracking him across the spine, and then planting him head-first into the chair with his signature Double-Arm DDT. Incredibly, inexplicably, Austin still kicked out; he then booted the steel chair back into Foley’s face, grabbed it for himself, accidentally smacked himself in the face with it, and then damn near caved Foley’s skull in with a massive shot to the head! However, McMahon refused to make the count, enraging the Texas Rattlesnake, who barely kept himself from lashing out at his hated enemy. He did get a measure of revenge, however, when he dodged Dude Love’s sneak attack, resulting in McMahon getting brained by a chair shot, but this backfired on him as there was no one to make the count when Austin nailed Dude Love with a Stone Cold Stunner! Referee Mike Chioda tried to step in but he got taken out by Patterson; when the stooges tried to interject their own officiating to count a pin fall off the Mandible Claw, the Undertaker finally stepped in and sent Patterson and Briscoe crashing through the announce tables with a couple of chokeslams! Dude Love tried to reapply the Mandible Claw but ate another Stunner; Austin then made the cover and grabbed McMahon’s lifeless hand to count the pin fall, thereby awarding himself the match. The crowd were very happy with this ending, and on their feet for most of the match, but it was a bit overbooked and plodding at times; I don’t know if Foley was wrestling hurt (but it’s a safe bet he probably was) or if it was just his purposely subdued in-ring style as Dude Love but he seemed a bit ungainly and a step or two behind here. The brawling out by the cars was quite fun, but it does bug me when a falls count anywhere match ends in the ring like normal and I think Austin was booked a little too strongly here as he kicked out of so much stuff, like hitting the ring bolts and being walloped by a steel chair, when the story of him overcoming the odds was strong enough, I think.
The Aftermath: This would be Dude Love’s last shot at the WWF Championship; the very next night on Raw is War, Austin pivoted into a feud with Kane, who defeated his brother, the Undertaker, to become the number one contender and McMahon’s newest weapon in his war against the champion. Austin’s rivalry with Kane quickly escalated, with the Big Red Machine showcasing supernatural powers and even vowing to set himself on fire if he lost his first-blood championship match at the King of the Ring. Since this presented quite the quandary as the WWF overdelivered on the stipulation for this match, Kane would defeat Austin for the WWF Championship only to stupidly drop the belt back to Austin the very next night! Dude Love was disgraced by his loss here and reverted back to his Mankind persona, now sporting a dishevelled corporate appearance that would become his most iconic look. He rekindled his feud with the Undertaker, which resulted in their infamous Hell in a Cell match at that same King of the Ring. This match would cement Foley as a hardcore icon, facilitating not only him becoming a beloved babyface but also another shot at the main event, where he was far more successful in realising his championship dreams in bouts against the Rock. Although the Over the Edge branding returned the following year, Over the Edge 1998 would be the last time the WWF used the In Your House moniker for over twenty years, though the Over the Edge pay-per-view itself would be discontinued after the tragic events of the 1999 event.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to the bout between Steve Austin and Dude Love at Over the Edge: In Your House? Which of Foley’s personas is your favourite? What did you think to the brawling and the innovative ending? How are you celebrating 3:16 Day this year, what are some of your favourite matches and moments from Austin’s illustrious career? What dream match would you have liked to see him involved in? Whatever your thoughts, share them below or drop a comment on my social media to let me know what you think about “Stone Cold” Steve Austin and check out my other wrestling content across the site!
So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.
Released: 10 April 2019 Originally Released: 3 June 1986 Developer: Nintendo Original Developer: Nintendo R&D4 Also Available For: Famicom Disk System, Game & Watch, Game Boy Advance, Game Boy Color, Nintendo 3DS, Nintendo Wii, Nintendo Wii U, Super Nintendo Entertainment System (SNES) Classic Edition, SNES
The Background: After the videogame industry crumbled following an influx of overpriced consoles and mediocre titles, Nintendo effectively saved the industry with the blockbuster success ofSuper Mario Bros. (Nintendo EAD, 1985). However, despite that game’s success, the development of its sequel is one of the most bizarre stories in all of gaming; Super Mario Bros. 2(Nintendo R&D4, 1986) released in Japan a year later and was basically a remixed version of the first game, one that was much harder and therefore ran the risk of alienating Western gamers. Thus, Nintendo of America thought it more prudent to reskin whimsical Mario clone Yume Kōjō: Doki Doki Panic into an official Super Mario Bros. videogame and were rewarded with a critically acclaimedbest-seller. As for the original Super Mario Bros. 2, it also proved a best-seller in Japan, one that became notorious for its high level of difficulty and obscurity as the “black sheep” of the franchise. It would be some seven years before Western gamers got to officially experience the game when it was re-branded as The Lost Levels and given a 16-bit makeover for Super Mario All-Stars (Nintendo EAD, 1993). Since then, the game as been included in subsequent ports and re-releases (including the Nintendo Switch Online service, which I’m reviewing here), but has never lost the stigma as being one of the most difficult games of its era.
The Plot: The Mushroom Kingdom has been invaded by Bowser, King of the Koopas, and his Koopa Troopa army. After Bowser transforms the citizens into inanimate objects and kidnaps Princess Toadstool, Mario and Luigi set out across the hazardous Mushroom Kingdom to rescue the princess from his clutches!
Gameplay: If you’ve played the original Super Mario Bros. then you’ll know exactly what to expect from The Lost Levels. Players are given four save files, two control schemes, and two characters to pick from, Mario and Luigi. You can’t swap between the two after picking one and their basic controls are what you’d expect: I chose control scheme “Type B”, which mapped jump to the A and Y buttons and the dash function to B and X. You can hold down the dash button to run faster, which enables you to clear greater gaps and even jump higher, something that’s absolutely necessary in this game since large, bottomless, instant death gaps are plentiful and you’ll need to make precise jumps with very little room to manoeuvre to blocks that are just out of reach. As ever in 2D Super Mario games, traction can be an issue; it’s not uncommon for Mario to simply slip off platforms and blocks to his doom because of his momentum and this issue is exacerbated when playing as Luigi, who slips all about the place but can also jump higher and further and fall slower than his big brother. Your basic goal is also exactly the same as in Super Mario Bros.: race against a timer towards a flagpole at the end of each World and battle against one of Bowser’s fakes in a suitably ominous and hazardous castle before having a final showdown with the Koopa King.
A greater level of challenge awaits in this glorified expansion.
So far, everything’s very familiar but you’ll notice the enhanced difficulty and skill required from the moment you start World 1-1; obstacles and enemies are far more plentiful compared to the first game and you’ll be required to perform all manner of frustrating actions, such as perfectly timing running jumps across death pits, ducking to slide under narrow passages, and avoiding a myriad of hazards, including fire bars (including much longer variants and ones crammed into cramped corridors), leaping Cheep-Cheeps, and the game’s newest hazards on the block, the Poison Mushroom and upside-down pipes containing hungry Piranha Plants. Platforms and blocks are often hovering over death pits and bodies of water, with many either collapsing beneath you, being much smaller than you’d expect, or tricky to jump to. You can make use of springs to rocket out of frame and cross larger gaps, and a wind gimmick for the same effect, but it’s incredibly difficult to judge how to use and control these mechanics, especially with all the enemies onscreen. You’ll also have to make use of Koopa Paratroopers and Bullet Bills to gain an extra boost to higher or further areas, navigate coral reefs full of enemies (including fire bars), and make use of shortcuts using vines and pipes to pick up Coins for extra lives that you most definitely will require to succeed. By far the worst aspect of much of the game’s platforming is how precise you need to be; you often need to dash and jump across multiple blocks and platforms, sometimes from a complete standstill, to progress, or awkwardly drop down to lower platforms or pipes, which is incredibly frustrating as you’re just continuously falling to your death over and over. Not only that but invisible blocks will often box you in or drop you to your death and many of the castle stages loop around, requiring you to somehow intuit (or guess through trial and error, or just use a guide like I did) that correct path, all while desperately trying to not get hit or killed before reaching the boss.
It’s going to take all of your skill (and patience) to overcome this frustrating game.
You’ll often be riding small platforms across wider gaps, bopping on enemies or hopping over blocks to continue onwards, or making use of weighted platforms to gain a bit of extra height for a tricky jump. Some Worlds contain a long stretch of broken bridges, with Cheep-Cheeps flying in all over the place to hurt or indirectly aid you with an extra boost. You’ll need to run and jump beneath Piranha Plants, duck at the last second and in tight corners to avoid being hit by fire bars, and even encounter enemies and hazards in bizarre places (like Bloopers being outside of the water and Koopa Troopas being in the water!) If you found Super Mario Bros. too easy, then The Lost Levels is the game for you! Almost every World plays like some kind of nightmarish debug mode or test stage, with every hazard and enemy in Mario’s then-limited library dotted haphazardly around every screen to sap you back to your base form or steal another of your lives. Mario can only take one hit before reverting to his small form, whether he has a Fire Flower or not, and extra lives aren’t exactly plentiful; because of the Poison Mushroom’s threat, you’re better off relying on Coins for extra tries but I am honestly astounded that anyone was able to play through this game back in the day without the benefit of the Switch’s save states and rewind features. Since you can’t go back (unless you’re in a looping level), you’re often stuck with very little room to charge up a jump and the sheer amount of trial and error required to beat even the earlier stages is almost laughably frustrating. You’ll need to hop from spring to spring, barely being able to judge where you’ll land and often just bouncing pathetically or slipping to your doom, get smacked in the face by a Hammer Bro or a Bullet Bill if you run too far ahead, and the amount of times I got stuck, the timer racing down, trying to hop up to blocks just out of reach was endlessly annoying. You really need to flawless with your jumps and the way you bounce off enemies; underwater, things are generally a lot easier as you just have to swim past hazards but even then you have to be careful not to get sucked below the screen, meaning The Lost Levels offers a challenge beyond what I think even the most hardened NES players were used to back in the day.
Graphics and Sound: Thanks to the 16-bit coat of paint offered by Super Mario All-Stars, The Lost levels looks fantastic; there’s a whimsical, fairytale-like quality to everything and Worlds are bolstered by traditional Super Mario overworld, underground, underwater, and castle themes. Although Mario and Luigi can’t look up, their sprites are big and chunky so you never lose track of them and they always stand out against the backgrounds, which is where much of the game’s appeal came from for me. Worlds have been remixed not just in their difficulty and enemy and hazard placement, but their visuals as well; grass sprouts from the ground, snow covers the landscape, many Worlds now take place at night beneath a blanket of blinking stars, and you’ll see smiley faces on hills and clouds scrolling past lazily as you frantically avoid enemies and obstacles. It’s everything you’d expect from this era of Super Mario; flag poles raise as you reach your goal (Mario even throws up a peace sign to celebrate), coral weeds ripple underwater, and you always know when time is about to run out or you’ve picked up a power-up.
While the 16-bit overhaul makes it very nice to look at, many gimmicks and assets are recycled.
The variety on offer in the game’s Worlds is, however, sadly lacking; you’ll see the same handful of environments repeated again and again, just with different configurations of enemies. This means a lot of those night skies and snow, vaguely mushroom-shaped hills, and waterfalls and rapids beneath random assortments of platforms but it does mean you’ll encounter tougher and more annoying enemies like the Hammer Bros. and Bullet Bills in places you might not expect. The best environments, at least visually, are the castles; you’ll see portraits of Bowser, staircases, and big wooden doors in the backgrounds, flashes of lightning through the windows, and be assaulted by lava and other fire hazards. Another great environment is when you head up into the clouds, which is very whimsical, or the few occasions when you spot Goomba columns and looming castles in the background. The game runs nice and smoothly, meaning many of my pratfalls were down to my lack of skill, but is completely devoid of any story. However, to compensate for this, you’ll spot different enemies revealing themselves as posing as Bowser and rescue a bunch of different Toads in each castle, with their animations and skylarkings helping to numb the pain you feel each time you realise the princess is in another castle and you have another gauntlet to endure. When you do finally rescue Princess Toadstool, you’re rewarded with a nice bit of sprite art of Mario getting a kiss and then challenged to continue on to even harder Worlds, where the placement of enemies, platforms, and hazards becomes even more ridiculous!
Enemies and Bosses: Every enemy for Super Mario Bros. returns here, but in new and surprising configurations that can make even basic enemies like Goombas and Koopa Troopas more dangerous. For example, these guys might spawn in on stairs or walk on destructible blocks above you, meaning you can accidentally drop them down to your level, often boxing you in with them, and they can appear near firebars, Bullet Bills, or other hazards and tricky areas to trip you up and act as additional boosts for your jumps. You need to be especially careful with Koopa Troopas as they will right themselves when hit or their shells will come flying back at you, but this is useful for taking out bigger groups of them and other enemies. Way more enemies appear onscreen at any one time here than in Super Mario Bros., as evident in the Worlds where Cheep-Cheeps constantly leap out from water or the void, Koopa Paratroopas fly about, and Lakitu hovers overhead. Lakitu is at his dirt worst here, dropping Spineys and getting in the way of your jumps and springs and you can’t even steal his cloud for an advantage. Buzzy Beetles also cause a problem as they can’t be defeated with your regular jump, Worlds are often littered with Bullet Bills firing both high and low to constantly keep you guessing and on your toes (or to act as a makeshift bridge across gaps, if you’re feeling brave) and I rarely saw a pipe that wasn’t hiding a Pihana Plant!
All the Hammer Bros. and fake Bowsers around can’t stand up to your Fire Flower!
The most prominent enemies you’ll encounter, though, are the excess of Hammer Bros. that now populate many of the Worlds; sometimes there’s just one, sometimes two or three, but they’re always annoying as they hop up and down blocks and toss a whole mess of hammers at you. If you have a Fire Flower or a Super Star then they’re much easier to deal with but, without these, you’ll need to strategically run underneath them and bump the block they’re standing on, risk a hit to just get away, or time your runs or jumps to get past them, which can be tricky. Additionally, you’ll also face Bowser at the end of each castle; however, these are all fakes except for the final boss of Worlds 8-4 and D-4. As ever, there are two ways to defeat Bowser and his fakes: either run under him when he jumps or jump over him when you can to hit the axe and drop him to his doom or plug away with fireballs if you have a Fire Flower. Bowser’s strategies are very predictable and repetitive, but no less dangerous; you’ll see his fireballs long before you encounter him and these can be tricky to avoid when there’s a fire bar, low ceiling, or blocks restricting the arena. Eventually, Bowser will toss hammers at you like a Hammer Bro, making him even tougher without a Fire Flower, and you’ll have to battle his fakes as sub-bosses in Worlds 8-4 and D-4, which can also be quite the challenge without a Fire Flower. Bowser’s sprite is also quite large, and he tends to hop about and move back and forth, meaning you might take a hit trying to get past him, but you can easily do that to defeat him with no trouble at all in almost every encounter.
Power-Ups and Bonuses: Sadly, there’s nothing new on offer here; you can pick up Coins scattered throughout every World and hidden in “bonus” areas and grabbing 100 will grant you an extra life. Occasionally, you’ll find 1-Up Mushrooms in blocks to also get an extra try, but make sure you’re not fooled by the damaging Poison Mushroom. You can also find Super Stars to make yourself temporarily invincible, which is great for barging through waves of enemies, but your most useful power-up to have on hand is the Fire Flower. This makes the Hammer Bros. and bosses a breeze and gives you a much needed edge, but be careful not to accidentally blast a Koopa Paratroopa you need to reach a higher area. I have to say, though, that it’s a bit of a shame that there wasn’t at least one new power-up to go alongside with the Poison Mushroom and add a little more variety to the aggravating gameplay.
Additional Features: At first glance, The Lost Levels is as barebones as Super Mario Bros.; there’s no two-player option here, despite Luigi’s presence, and your main option for experiencing a different game is to switch to the green-clad plumber. However, many Worlds continue hidden paths to bonus areas containing Coins and acting as shortcuts, and there’s even a few Warp Zones you can use to skip ahead to later Worlds. Although I was sometimes able to break through the ceiling and bypass some underground levels, I never actually found any Warp Zones in my playthrough, meaning I was dumped into World 9 after rescuing Princess Toadstool and tasked with taking on an even tougher challenge. What follows are five new Worlds (World 9 and World A to D) that contain even more random, hazardous, and downright despicable enemy and obstacle placements. If you manage to best the main game, these will push you to breaking point as you need to spring-jump over bodies of water, cross small elevator platforms, and make even more insane jumps to reach the flagpole. More Hammer Bros. and fake Bowsers await you here as well to really pile on the challenge and I was surprised by how the game just kept going and going! However, I have to say again that the Switch’s rewind and save state feature is the only reason I pressed forward; the amount of times I had to rewind certain jumps and sections showed me that I wouldn’t have a chance without these features so I honestly have no idea how anyone played this or the NES original back in the day as it’s just excruciating difficult!
The Summary: I was really anxious about playing Super Mario Bros.: The Lost Levels. Of all the 2D Super Mario games, it’s the one I’ve played the least and considering how much I struggle with the gameplay and mechanics of the original Super Mario Bros., I wasn’t exactly relishing tackling a much harder challenge. I can totally understand why The Lost Levels didn’t make it out of Japan as Super Mario Bros. 2; not only is it insanely difficult compared to the first game, there’s just not enough different about it. For me, the game would work much better if it were scaled down a little and incorporated into Super Mario Bros. as the second, harder game mode for experienced players. I can imagine a lot of gamers might’ve been disappointed to find that this version of Super Mario Bros. 2 was just the first game remixed, recycled, and ramped up to be ball-breakingly hard and I’m glad that it’s become more of a curio than a staple of the series. The Lost Levels is a treat to look at; I love the 16-bit overhaul and the little touches here and there, but again I think more could’ve been done to make it a stronger alternative to other 2D Mario games, such as an additional power-up, maybe a bit more variety in the bosses and Worlds other than just re-skins, or just allowing players to swap between Mario and Luigi between Worlds. Ultimately, your enjoyment of The Lost Levels depends entirely on how good you are at Super Mario Bros. but I’d wager even competent players will struggle to beat the game’s maddening levels and hazards. Because of this, I definitely recommend playing a version of the game such as this with the quality of life safety nets they offer, but can’t really recommend it beyond that unless you feel like having your skill as a Mario gamer put to the ultimate test.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Are you a fan of Super Mario Bros. The Lost Levels? Do you prefer it to the US version of Super Mario Bros. 2? What did you think to the difficulty and challenge on offer here? Were you disappointed by the lack of new power-ups? Did you manage to beat the game without rewind or save state features? How are you celebrating Mario’s birthday this year? Whatever your thoughts on Super Mario Bros. The Lost Levels, feel free to share them below or drop a comment on my social media and be sure to check out my other Mario content!
So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.
Released: 3 September 2020 Originally Released: 14 July 1993 Developer: Nintendo Original Developer: Nintendo R&D4 Also Available For: Arcade, Game Boy Advance, Nintendo Entertainment System (NES), Nintendo Wii, Nintendo Wii U, Satellaview, Super Nintendo Entertainment System (SNES) Classic Edition, SNES
The Background: When the videogame industry crumbled following an influx of overpriced consoles and mediocre titles, Nintendo swooped in and effectively saved the industry with the runaway success ofSuper Mario Bros. (Nintendo EAD, 1985), which marked an early victory in the subsequent “Console Wars” of the mid-nineties. However, as successful and popular as that game was, development of its sequel is one of the most bizarre stories in all of gaming; Super Mario Bros. 2 (Nintendo R&D4, 1986) released in Japan a year later and was, essentially, a remixed version of the first game that included a higher challenge of difficulty. When Nintendo of America saw this, they were wary of alienating their players, especially as videogames were only just recovering from the industry crash of 1982, so they decided it would be better to reskin whimsical Mario clone Yume Kōjō: Doki Doki Panic into an official Super Mario Bros. videogame. Although the gameplay was noticeably changed from its predecessor, Super Mario Bros. 2 was both a best-seller and highly praised; when it came time for Nintendo to release their game-changing SNES, Nintendo not only developed a 16-bit remaster of Super Mario Bros. 2 for the Super Mario All-Stars (Nintendo EAD, 1993) compilation title, they also included a 16-bit version of the original version of the game, though retitled The Lost Levels(ibid). Another remastered version of Super Mario Bros. 2 was later released on the Game Boy Advance, and all versions of the game were made available on the Nintendo Switch Online service, which is the version I am looking at here.
The Plot: While sleeping, Mario dreams of a staircase leading to Subcon, a mysterious dreamland facing invasion from the villainous frog tyrant Wart. When Mario awakens, he recruits his brother, Luigi, Toad, and Princess “Peach” Toadstool to help liberate Subcon from Wart.
Gameplay: Like its predecessor (and the vast majority of the classic Super Mario Bros. videogames), Super Mario Bros. 2 is a 2D, sidescrolling platformer but that’s about where the similarities to Super Mario Bros. end. The game is made up of seven Worlds, each with three different levels (except for World 7, which has only two); the timer is gone, as is the player’s score, but players can still jump with A or B and run by holding either X or Y (these controls can also be slightly tweaked from the game select menu). You can use the dash to jump higher and further, but combat is made far more methodical and clunky by the fact that you can no longer defeat enemies by jumping on them. If you jump on an enemy’s head, you’ll simply stand on them as they wander or fly around or take damage and you can only defeat enemies by holding X or Y to pick them up (or pull up various vegetables, bombs, and other offensive items from grass patches) and then toss them at other enemies. While this is similar to the combat mechanics of one of my favourite Mario spin-offs, Wario Land: Super Mario Land 3 (Nintendo R&D1, 1994), it’s made all the more awkward as you need to time your throws carefully to knock out enemies and enemies respawn the moment the screen scrolls along, meaning it’s usually better to just avoid enemies altogether. Additionally, you can’t climb vines or ladders while holding throwable items, though there are times when the screen loops horizontally like in the original Mario Bros. (Nintendo R&D1, 1983), which can help you avoid enemies and hazards.
Mario and friends have new abilities but rely on tossing objects at their foes.
Another new mechanic is the charged jump ability shared between the four playable characters. By holding down on the directional pad, your character will duck and begin to flash; pressing A or B will then see them jump higher than normal, which is crucial to reaching out of the way platforms. This time around, players can pick from four different characters, each with slightly different gameplay mechanics. Mario is an all-rounder, with average speed and jumping abilities, and is the most familiar and easiest to control; Luigi is taller, has a higher jump, and can also perform a “flutter jump” for extra height and distance but is a bit slower and slipperier than Mario. Toad is the smallest but also the strongest, but his jumping ability is so bad that you’ll be relying on the charged jump to reach higher platforms; Peach is also quite tall and can glide along using her dress, but she’s also the weakest and the slowest of the four. You can pick your character at the start of every stage or after losing a life, and it can help to break up the gameplay to switch them up; you also might find it better to pick Luigi or Peach for stages that require more horizontal traversal or are focused more on platforming as their extra jumping powers can be useful here. There are no flagpoles to reach here; instead, your goal is to go from the left side of the screen to the right (except for one level where you need to ride an albatross to the left), defeat a mini boss (usually a coloured variant of Birdo) and grab a Crystal Ball to open the Mask Gate and complete the level.
While magic doors and vertical areas are common, there’s not much gameplay variety.
Another major change is the incorporation of a heart-based life meter; players start with five lives and can take two hits, though these can both be extended by finding Hearts, uprooting 1-Ups, or winning the bonus stages you play after clearing each level. If you only have two hearts and take a hit, you’ll shrink to a smaller form but will grow again upon replenishing your life bar and your life bar automatically resets to two at the start of every level. Another new mechanic is the use of secret doors; you’ll often uproot a bottle of Magic Potion that, when thrown, creates a door to “Sub-space”, a brief, inverted version of your current location where you can often find 1-Ups and Coins to play the bonus games. You’ll also be charged with retrieving keys to open locked doors; once you grab a key, Phantos will relentlessly chase you until you find and unlock the door, which can be harrowing and frustrating especially when trying to avoid other enemies. Bottomless pits are again commonplace, but you’ll also have to contend with spikes, conveyer belts, destructible walls and platforms, and occasionally have to commandeer an enemy (or a temporary magic carpet) to bypass gaps or quicksand. There are no underwater levels in Super Mario Bros. 2, but you’ll often be hopping across logs to get past waterfalls, digging through dirt while avoiding Shyguys in gameplay similar to Dig Dug (Namco, 1981), stacking up Mushroom Blocks to reach higher platforms, climbing chains, vines, and ladders to progress, and even hopping into the odd rocket ship to travel even higher.
Graphics and Sound: Since this version of Super Mario Bros. 2 was remastered for the more powerful SNES, the graphical upgrade from the first game is immediate and obvious. However, you’ll still see an improvement in the sprite details, colours, and quality even if you play the original 8-bit version, where everything is far more vivid and defined compared to the basic pixel art of Super Mario Bros. However, as impressive as it is that we’re actually able to play as four relatively distinct characters, with their own strengths and weaknesses and detailed sprites, some corners have been cut; none of the characters has an idle animation and they can’t look up, for example, and the intelligence and presentation of the enemies leaves a lot to be desired (many simply wander in predictable patterns, often to their deaths, or constantly spawn in to cause you headaches). Although the game’s soundtrack is still limited to a few tracks, they’re very jaunty and memorable and, in my view, some of the more influential themes and sound effects in the early games. Another new feature here is the inclusion of text that actually explains the (admittedly weak and bizarre) story and the use of large, partially animated pixel art in the ending, which includes a somewhat questionable bestiary rather than developer credits.
Despite the colourful graphics, things disappointingly get very repetitive very quickly.
As disappointing and awkward as I found the combat to be, I was equally disappointed by the level variety on offer in Super Mario Bros. 2; like the first game, locations are limited, recycled, and generally just palette and asset swaps, which really limits the game. While there are many times when you can enter a jar or a door and travel to cave-like areas or enter large stone towers or pyramids to tackle vertical-scrolling platform challenges, you’ll mostly be going from left to right through the same plains, deserts, and waterfalls in every World. Occasionally, you’ll see something different in the background, like the starry night sky or mountaintops or pyramids, or you’ll be in an ice-themed world covered in snow and ice blocks, or venture into a pyramid filled with hieroglyphics, but it all gets very samey very quickly. Things only really get visually interesting in the boss rooms, which feature colourful LEGO-like blocks, and in Worlds 4 and 7, where you have to hop across whales and use their waterspouts to progress across the hazardous water and which takes place amongst the clouds, respectively.
Enemies and Bosses: While Super Mario Bros. 2 features an entirely new set of enemies (the Goombas are completely absent and the only hint of Koopa Troopers is when you unearth shells to toss at enemies), it also introduces some of the most recognisable enemies to the franchise. Right at the forefront are the Shyguys, diminutive, masked baddies who wander to and fro, constantly spawn from pots, or hop up and down and spit projectiles at you. This game also marks the first appearance of the Bob-omb (an anthropomorphic bomb that wanders about until it explodes are can be tossed to defeat enemies or break open certain walls) and Pokey, a wriggly caterpillar-type enemy that you can use to ride over quicksand. Other enemies include the bird-like Tweeters, fireball-spitting Pansers, rideable enemies such as Pidgit and Ostro, Cobrats (snakes the ambush you from jars and spit at you) and you’ll even come across Shyguys rolling around on cannons! The Phantos are easily the most annoying enemy; these mask-like bastards come to life when you grab a key and chase you until you drop the key or unlock the door; they cannot be picked up and can only be defeated if you grab a Starman (and even then another one spawns in!)
There’s a startling lack of variety and challenge in the game’s repetitive bosses.
Although you’ll face a mini boss at the end of every level and each World is guarded by an actual boss, Super Mario Bros. 2 equally fails to impress in both departments. The most common recurring mini boss is Birdo, with a different-coloured variant fought in every first and second level and each one spitting more projectiles at a faster rate or being in a slightly more awkward position, such as on the high ground, on a conveyer belt, or in an enclosed area. Birdos will spit out eggs which you must jump on and toss back at them; occasionally, you’ll have to use Mushroom Blocks instead or even ride their eggs to clear large gaps, but you’ll always have to watch out for their fireballs and can defeat them with three hits. Fighting Birdo is basically preparation for each of the game’s bosses, with the first, Mouser, setting the bar low for the rest of the game. Mouser pops up three times and each time you need to intercept or pick up his bombs and toss them back at him to damage him, which can be tricky as the fuses are quite short and he tends to move about on his platform a lot. The hydra-like Tryclyde also appears twice; both times it spits a bunch of fireballs from its heads and you need to toss Mushroom Blocks at it to be victorious. Thankfully, things get a little more interesting (and challenging) when battling Fryguy, Clawgrip, and the Mask Gate; Fryguy will float about a bit harmlessly enough but splits into four smaller Fry Guys upon defeat, the crab-like Clawgrip throws rocks at you like he’s Donkey Kong in an interesting spin on the Mouser fight, and the sentient Mask Gate caught me completely off-guard as I wasn’t expecting the exit to come alive and start attacking me! Once you’ve bested all of these using the same tactic of grabbing items and throwing them at them until they keel over, you’ll battle Wart to decide the fate of Subcon. Unlike the other bosses, Wart is invulnerable except for when his mouth is open and he’s spitting a spray of bubbles into the arena; this is your brief opening to grab a vegetable from the Dream Machine in the background and toss one at him to score a hit. Successfully dodge his one attack and hit him six times and Wart will be defeated, liberating the land and waking Mario from his slumber.
Power-Ups and Bonuses: Although players are far less reliant on power-ups to stay alive thanks to the new life bar system, some familiar power-ups do exist in Super Mario Bros. 2; you can uproot mushrooms to helpfully increase your maximum heart count, grab a 1-Up mushroom for an extra life, and snag Coins to play the bonus game and win a few more extra tries. As you play, you’ll also spot cherries dotted all over the place; while these appear to have no purpose, if you grab five in a row it’ll cause a Starman to spawn, which will grant you a brief period of invincibility. Similarly, when you defeat eight enemies in a row, a Heart will float up from the bottom of the screen so you can replenish your health. The POW Block also returns and will instantly defeat all onscreen enemies when thrown, and (after plucking four vegetables in a row) you’ll also unearth a stopwatch that will briefly freeze all enemies.
Additional Features: There really isn’t much of anything extra to do or see in Super Mario Bros. 2; there’s no two player mode (though you can still take it in turns to tackle each level, I guess), no hard mode to unlock, and the only real replay value is in tackling different levels with different characters and exploring any areas of Sub-space you might’ve missed. When you finish the game, each character is given a “contributor” tally that I assume displays how often you picked that character, but it’s ultimately meaningless and there isn’t even a high score table for you to work towards. You can save and continue (or save and quit) from the pause menu at any time, but this is somewhat negated by the Switch’s save state ability and life-saving rewind function, which I am not ashamed to say I exploited at every opportunity to cheese past the game’s more frustrating sections or revert back to before I entered a dead end or down the wrong path.
The Summary: I was really on the fence about playing through Super Mario Bros. 2; not only do I notoriously struggle with Mario’s early 2D adventures, but I also wasn’t looking forward to the awkward gameplay mechanics introduced in this game. I really don’t like that enemies suddenly can’t be defeated by jumping on them, which severely limits the game’s action-orientated gameplay and forces you to take things much slower and more cautiously as you pick up enemies or unearth vegetables to toss at foes, only to miss your target and be left either taking a hit or simply rolling your eyes and bypassing the enemy completely. While the visuals are colourful and fun, the lack of variety in the locations and bosses was really disappointing; I got very tired of seeing the same plains and backgrounds repeated over and over and battling Birdo more times than I could count. Similarly, while it seems fun and adds a little spice to have four slightly different characters available to you, I really only noticed a difference in gameplay when playing as slippery, unwieldy Luigi or Peach and I definitely felt the absence of some decent power-ups, like the Fire Flower. Similar to the dramatic left-turn Nintendo took with Zelda II: The Adventure of Link(Nintendo R&D4, 1987), Super Mario Bros. 2 is just too different from its predecessor; the use of a traditional life bar system and hampering Mario’s jumping abilities just makes this another bog-standard platformer and easily one of the most bizarre and forgettable pit stops in the portly plumber’s career, no matter how prominent some of its enemies and characterisations might’ve been for the franchise.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Super Mario Bros. 2? How do you feel it compares other Mario titles, specifically the first Super Mario Bros.? Which of the playable characters was your favourite and why? Do you prefer this version over the Japanese version of Super Mario Bros. 2? Were you also disappointed by the lack of variety in the environments and boss battles? What did you think to Subcon and would you like to see Wart return to the franchise? How are you celebrating Mario’s birthday this year? Whatever your thoughts on Super Mario Bros. 2, feel free to share them below or drop a comment on my social media and be sure to check out my other Mario content!
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Wednesday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 22 September 2013 Developer: Nintendo EAD
The Background: Selling well over 6.5 million copies and widelyregarded as one of the greatest adventure games of all time, Shigeru Miyamoto’s original Legend of Zelda was a big success for Nintendo. Although its sequel was a more divisive title, it also sold well but both paled in comparison to the, game-changing, widelyacclaimedbest-seller that was The Legend of Zelda: A Link to the Past(Nintendo EAD, 1991). Not content with setting the template for the series going forward, A Link to the Past was also followed by a comic book and manga adaptation and an enhanced Game Boy Advance port. In 2009, development began on a new Zelda game for the Nintendo DS, one that emphasised communication. Miyamoto nixed this concept, however, and suggested a gameplay mechanic that would allow Link to merge onto walls as a 2D image; although this was met with praise, development was shelved to focus on launch games for the Wii U. The project was revived after the success of The Legend of Zelda: Ocarina of Time 3D(Grezzo, 2011) with an all-new team in place and reconfigured into a direct follow-up to A Link to the Past release exclusively on Nintendo’s 3DS system. The game’s top-down perspective raised a number of challenges for the team, resulting in a more slanted, 2.5D perspective to allow for greater field of view. Since the 2D mechanic had already changed their approach to puzzles and dungeons, the team also sought to give players more freedom by allowing them to rent items to proceed as they wished. A Link Between Worlds released to widespreadacclaim and became the second highest scoring 3DS game of 2013; reviews praised the innovative gameplay, the rental system and the level of challenge it offered, as well as the visuals and music.
The Plot: Apprentice blacksmith Link quests to rescue Princess Zelda from the clutches of the evil sorcerer Yuga, who seeks to resurrect the demon king Ganon using the power of the Seven Sages. When Yuga escapes through a rift into the parallel world of Lorule, Link follows, aided by a magic bracelet that allows him to merge into walls as a 2D painting.
Gameplay: The Legend of Zelda: A Link Between Worlds is a top-down, 2.5D action/adventure game that’s stylised in classic Legend of Zelda fashion; more than anything, the game is essentially an updated version of A Link to the Past, taking place in the same world, featuring many of the same characters and locations, and updating the gameplay mechanics to utilise the optional 3D effects of the Nintendo 3DS and the touch screen. Series protagonist Link is now able to travel in all directions smoothly and effortlessly with the 3DS control stick; he still can’t jump but he’s able to pick up and throw pots, small (and, later, larger) rocks, and open chests and doors with A and attack enemies with his sword using B. Holding down B will see Link charge up and release his patented Spin Attack and, when he acquires the Master Sword later on, he’ll send out an energy waves when at full health. When Link gets a shield, it’s assigned to the Left trigger; holding L will defend Link from most attacks and, later, defend against certain magical and energy-based attacks. Both of these items are automatically assigned to their respective buttons and cannot be swapped out, but Link will naturally acquire other items throughout the game which can be assigned to the Y button via the touch screen.
Link must now rent his equipment and their use is tied to an energy meter, which has pros and cons.
Items are incorporated very differently in A Link Between Worlds than in other Zelda games. While Link will still find the odd weapon or upgrade in a big chest in the game’s many dungeons, the majority of his weapons are now rented from the mysterious Ravio, a tradesman located in Lorule. Link has an energy meter that depletes as he uses each item but which will replenish over time, effectively giving him infinite ammo; energy potions found by slashing grass, smashing pots, or defeating enemies will also fill this gauge and you can even extend the length of it later in the game. When you rent an item, it’s yours to keep until your hearts are depleted; then it returns to Ravio’s shop and you need to rent it again, however you can later permanently purchase each item at the cost of a few thousand Rupees and also upgrade their efficiency and range by finding lost Maiamais throughout the two worlds. This system offers a range of freedom rarely seen in the Zelda series and effectively means you can tackle the game’s dungeons in any order you wish, however you will need to explore some dungeons first to find a key item needed to access or complete others. Personally, I’m not a huge fan of this system; I constantly walk around slashing at everything to fill up my Rupees, meaning I was easily able to rent every item and, later, purchase them all to load Link up with all of his weapons early on and a lot of the fun of exploring a dungeon is now lost as defeating a mini boss generally only yields a warp point or opens the way to the boss key rather than awarding an item.
Link can now become a 2D painting to reach new areas, avoid detection, and outsmart certain bosses.
A Link Between Worlds’ other big mechanic is Link’s ability to merge with walls and become a 2D painting for as long as his energy gauge lasts. This is often used in clever ways to add new dimensions to the dungeons, allowing you to race around the perimeter of a room or tower to reach new areas, switches, chests, and levels to progress. When in his 2D form, Link cannot attack or do anything except run, but that’s okay as you won’t have to worry about enemies until the finale. While Link cannot bypass cracks or blockades in this form, he can attach to other surfaces; so you’ll often merge with a moving block and then merge into another to reach a higher or further platform and it can be pretty interesting to play around with the mechanic. As the game progresses, this system is essential as it’s the only way to travel to and from Hyrule and Lorule; ominous dark slits appear all over the map and allow you to travel to each world and, since Lorule is in a fragmented state, you’ll need to go to certain areas of Hyrule, travel between a rift, and then work your way to your destination in Lorule. Despite this, however, I don’t think the mechanic lives up to its full potential; it’s essentially just a quirky means of solving puzzles and navigating dungeons and to travel between worlds and I do feel like the developers missed an opportunity to expand upon it with 2D sidescrolling sections or mini games. There are hidden challenge rooms you can find that often make innovative use of the mechanic, but it’s rare that you’ll need it in a boss battle and a lot of the uses it has could’ve easily been supplanted by your items.
Link’s items and new abilities will allow him to reach new areas and solve puzzles.
Thanks to the 3DS’ dual screens, the bottom screen makes item management and map navigation easier than ever. You can switch between the Hyrule and Lorule maps at the press of the screen, view your Rupee count and see how many Maiamais are hidden in each area, zoom in, and even place pins over the map (though you can’t label them so this can get a little messy). You can freely shuffle about your items and even make use of a quick-item function (though I never had a need for this); later, you receive a bell that lets you fast travel across the map courtesy of Irene the witch and her flying broomstick. This lets you fast travel to any of the weather vanes you’ve activated across the map; these vanes also act as your primary save point, which is a bit of a pain as I much prefer being able to save at any time and the vanes also have the gumption to encourage you to take a break if you’ve been playing for a while. If you’ve played A Link to the Past, the game world will be immediately familiar to you; even many of the dungeons are the same and the game has a very similar structure, with Link being tasked to find three pendants before venturing to a dark version of Hyrule to rescue the seven Sages. Link’s ability to navigate the world depends on what items you have; you won’t be able to blow up rocks without bombs, for example, or cross the desert without the sand rod or swim in water without the flippers and these items are also essential for uncovering secret caves, shortcuts, fairy fountains, and other areas. One new aspect you’ll come across a couple of times is the big bomb flower; you’ll need to press A to have this large bomb follow you and safely guide it to large cracked rocks to access new areas, but you need to be careful as one hit or knock and it’ll explode prematurely.
Puzzles and hazards feature in dungeons that’re largely vertically alignedto use the 3D feature.
For the most part, puzzles and dungeons will be immediately familiar to any Zelda player, especially anyone who’s played A Link to the Past. You’ll be lighting torches with your lamp and fire rod, or extinguishing them, to open doors or spawn chests, acquiring small keys to unlock doors, climbing ladders and stairs, riding a variety of moving, spinning, and temporary platforms, and activating a number of switches and pressure pads. Sometimes this means dragging a statue onto them, other times you need to trick a Wallmaster into hitting them, and occasionally you need to do both while standing on a third. Blue and red switches will raise and lower their respective walls, partially invisible platforms and mazes dog your progress, requiring more innovative use of flames, and you’ll be hammering down pegs or springs to reach new areas, crossing narrow platforms, and pulling or hookshotting levers to open doors. A couple of times, you’ll need to find eyeball-like orbs to toss into statues to progress, or create temporary platforms using the ice rod, or melt away blocks of ice while skidding on slippery floors. You’ll be diving into water, crossing lava pits on pop-up columns that you must also guide boulders over, riding wind currents, dropping caged bridges to create safe passage, and making use of warp tiles to fast travel about. Many dungeons require more vertical navigation to utilise the 3D function, meaning you need to find new ways to travel upwards, push statues or fall down to lower levels to reach items and doors. You’ll also need to watch for flaming hazards and spiked logs, use your bombs to bring in some light to solve puzzles, use your hookshot to pull rafts across water and lava, navigate foggy mazes, rescue a thief girl and bring her safely to the dungeon’s exit, and even travel outside of some dungeons to reach new areas. Thankfully, you can make use of each dungeon’s compass to help you find your way and you automatically have a map available when you enter, though the only way to save is to exit to the outside, which respawns any enemies you’ve defeated.
Graphics and Sound: Since I am a big fan of the classic, top-down perspective, I cannot fault A Link Between Worlds’s presentation. This was the best that a 2.5D Zelda had looked at the time and I love how the game has a kind of plasticine/figurine look that brings the characters to life in a way that recalls both the toon style and the classic Link to the Past aesthetic. Link is a squat, chubby little swordsman who grunts, screams, and pants as he attacks, gets hurt, or is low on health. He trots around nicely, all of his attacks and weapons are crisp and smooth, and he exudes a lot of personality and determination in his stances, victory poses, and facial expressions during the game’s few more dynamic cutscenes. For the most part, the game uses traditional text boxes and in-game graphics as non-playable characters (NPCs) deliver exposition or threats to Link but, sometimes, the game switches to a more cinematic presentation to showcase Yuga’s power or introduce new elements, like the 2D mechanic and Lorule.
Hyrule is largely the same as before but brought to vivid life by the colourful, 2.5D aesthetic.
As already stated, the game world is an almost exact recreation of the Hyrule seen in A Link to the Past; all the areas from that game are back, brought to life in eye-catching 2.5D and bolstered by the 3D effect if you can stomach it. There are numerous little new touches here, too, such as birds that fly away as you come close, Majora’s Mask appearing as an Easter Egg, and an array of paintings inside the now peaceful Hyrule Castle. Locations such as the Eastern Palace, Tower of Hera, Desert Palace, and Skull Woods all return, as do the Lost Woods (where you must again venture to claim the Master Sword), Kakariko Village (complete with Cuccos and blacksmith), the haunted graveyard, Zora’s Domain, Lake Hylia, and Death Mountain (complete with falling rocks from the erupting volcano). This naturally means that you’ll venture into many of the same dungeons, though the means by which you enter and their layouts and rewards are somewhat different, and that the game includes many remixed themes from A Link to the Past. One thing I really enjoyed about the soundtrack was how it slowly builds up in the early going; the full, triumphant Zelda theme doesn’t kick in until you acquire the Master Sword, allowing for a clear and recognisable feeling of accomplishment. This is matched by the progressive difficulty of the game; to start with, the dungeons are quite short, and the enemies only take a few swipes of even your normal sword to kill but, once you travel to Lorule (via a quick little cutscene that only slightly outstays its welcome), the dungeons become much more complex and the enemies, especially those on the overworld, become much tougher.
While similar to the Dark World, Lorule is its own beast, with remixed dungeons, enemies, and bosses.
Although functionally similar, both in concept and visual execution, to A Link to the Past’s Dark World, Lorule is actually a completely different, desolate parallel dimension. Despite this, many of its areas are analogous to the Dark World and its dungeons, including a ransacked version of Kakariko Village, the Thieves’ Town, a skeleton-infested perversion of the Lost Woods, a poisonous and murky swamp, and the lava-spewing horrors of Turtle Rock. Perhaps my favourite aspect of Lorule was that Death Mountain is now a frozen wasteland and home to the Ice Ruins which, while essentially a remixed version of A Link to the Past’s Ice Palace, was enough of an alteration to hammer home how different the two worlds are. This is further reinforced by the different, far more ominous overworld theme, the fragmented nature of Lorule (some areas are inaccessible without finding a rift part in Hyrule), and the tumultuous dirge hanging over the central Lorule Castle. It’s a far cry from Ganon’s Tower and the Pyramid of Power, but Lorule Castle is seeped in a dark energy that can only be breached by the Sages’ power and the Triforce of Courage and is a perverted mirror of Hyrule Castle, awash in thunder and lighting and featuring almost every gimmick seen in previous dungeons, alongside some remixed boss battles. Furthermore, Lorule is home to counterparts of Link, Zelda, and even Ganon in the form of Princess Hila, Ravio (spoilers!), and Yuga as well as a gaggle of thieves and distraught citizens just trying to survive as their world crumbles around them.
Enemies and Bosses: Both Hyrule and Lorule are populated by swarms of enemies who will be immediately familiar to A Link to the Past players. Blobs (including regular green one and electrifying yellow ones), bees, crows, Chasupas, Tektites, Deadrocks, Octoroks, Popos, rats, Poes, sand crabs, Ropes, and Like-Likes are commonplace across Hyrule but, once Yuga’s plan is set in motion, sword, spear, and archer soldiers start patrolling the overworld as well. Variants of these can be found in Lorule, such as the Dactos, Hyus, Ropas, and snap dragons but Lorule’s enemies are far more dangerous than Hyrule’s. Guys like the bomb- (or snowball) tossing Hinox, pig-like Taros, flame-spewing Zarak, shield-carrying Moblins, and far tougher Lorule soldiers can not only take a lot of punishment but also dish it out, too, immediately turning your carefree adventure into a fight for survival. And this isn’t even factoring in the formidable Lynels, teleporting elemental Wizzrobes, mummy-like Gibdos and the Freezors (who are extremely susceptible to fire…), jellyfish-like Biris, cyclopean Eyegores, mimicking Goriyas, and terrifying Wallmasters. Some enemies, like the mace-wielding soldiers, nimble Stalfos, sand worm-like Devalants, sliding Pengators, and flaming Gimos act as mini bosses in the game’s dungeons. Generally, this means they attack as a group or alongside other hazards, like flying tiles, moving platforms, or flaming obstacles, though the two flaming Heedles have lava pools in their path and require the tornado rod to defeat and you’ll need to time your attack against the Gigabari and it spawn to avoid being electrocuted.
Although easy enough in their first encounters, the game’s returning bosses are more formidable later.
The first boss you’ll face is the game’s primary antagonist, Yuga, who you first battle in the Eastern Palace. Yuga fires projectiles from across a pit hazard and hides in the wall as a painting when you get close, so you need to stun him with arrows to land a hit. As the battle progresses, Yuga gets faster and more aggressive and races around the room as a painting but you can simply wait for him to pop out to continue your assault. The second boss I fought was Moldorm, one of many returning bosses from A Link to the Past. This large, spherical worm-like thing slivers about on a small caged platform trying to knock you over the edge or down a hole into the bladed hazards below. Simply avoid this and slash at its tail to defeat it but beware as it becomes faster and more erratic as the fight progresses. I finished up Link’s initial quest by facing Margomill, a strange column with a fearsome central eye that awaits in the House of Gales; Margomill spins around the room trying to push you down the bottomless pit that surrounds the platform you battle it on. You’ll need to use the tornado rod to avoid its attack and reach its eye; however, every time you deal damage, it grows a new part to its body to make the eye harder to reach. Both Yuga and Moldrom return as mini bosses in Lorule and Hyrule Castle, respectively; while Moldorm isn’t too difficult, despite the expanding and contracting walls making it a close-quarters fight, Yuga is far more formidable. In this bout, you must strike the correct duplicate of Yuga or be forced to fend off increasing waves of enemies while avoiding his various magical projectiles. The real Yuga is identified through his glowing staff, but this battle can get pretty tough if you don’t keep your eyes open; at the same time, I found it just as easy to camp out in a corner and slash away, dodging his projectiles until I hit the right Yuga!
Bosses will be more or less challenging depending on the order youchallenge them and the items you have.
Once you’re in Lorule, you can effectively tackle its dungeons and bosses in any order provided you’re renting the right equipment. The first of the next set of seven bosses I fought was Stalblind, a monstrous spirit armed with a large sword and shield who you battle on a small platform surrounded by a bottomless pit. Stalblind makes innovative use of the 2D mechanic in that you need to merge onto his shield to stun him so you can attack, though you’ll need to avoid his dark magic. Stalblind’s attacks become more aggressive, but also more predictable, as the fight progresses; he eventually ditches his shield, busts out his own version of the Spin Attack, and even sends his head flying around to spit fire at you, though he’s left vulnerable when his sword gets stuck in the ground. As I next took on the Desert Palace next, I fought Zaganaga; this was quite a complex battle as you need to use the sand rod to create temporary platforms and reach the smaller columns to attack Zaganaga, who constantly moves around the arena and spits projectiles. Eventually, it switches to a far more devastating blast of sand and proved to be my first real challenge of the game, meaning my next boss, the returning Arrghus, was a cake walk in comparison. As long as you have the hookshot, Arrghus is barely a threat; simply extract the Arrgi surround it and destroy them, then avoid being squashed as it bounces around and the jets of steaming hot water and it’ll go down in no time. I fought Grinexx next, which is a massive rock turtle who blasts lava plumes up from a lava pit below. As it passes by the gaps in your platform, you must drop ice on it with the ice rod to damage it and eventually bring it to the surface. Then you need to attack its snapping head while blocking or avoiding its spinning shell attack and explosive shockwave for a fun battle that’s not too challenging as long as you’re quick on your feet and with the ice rod.
Repackaged bosses offer new challenges and some even require the use of Link’s new 2D abilities.
After that, I ventured to the Dark Palace and fought the Gemesaur King, which is functionally the same as A Link to the Past’s Helmasaur King; in addition to swinging its massive tail, the Gemasaur King spits crystals in a spread and is protected by its gem-encrusted helmet, which you must shatter with bombs. Once this is destroyed, Rupees scatter about, the Gemesaur King’s projectiles increase, and it snuffs out the torches to try and trample you in the dark. Relight the torches to expose it and unload with your sword to finally put it down for good but watch for its bite and surprising speed! The Knucklemaster awaits in the ominous Skull Woods; a giant Wallmaster encased in a gauntlet and sporting another glaring eye, this creature mainly attacks by flying at you as a clenched fist. You need to merge with the walls or use the tornado rod to avoid this attack and stun it so you can hit it, but it’ll get pissed off and try and squash you, which also causes it to destroy large chunks of the floor and thereby restrict your movements, but this was still another fun and pretty simple boss battle. The last of the regular bosses I fought was Dharkstare, which is basically the same boss as A Link to the Past’s Kholdstare; you need to melt its protective ice barrier with the fire rod while avoiding it as it hops about. You can then attack the unshielded monster, but it’ll speed up and become more aggressive as it takes damage; Dharkstare also encases you in use using a triangle of freezing energy and can be quite a frenetic boss, but it’s not too challenging to tackle, even when it doubles its freezing projectiles, despite the slippery ground and bottomless pit.
Yuga channels the power and ferocity of Ganon for an epic, multi-stage final battle!
Once you’ve rescued the seven Sages, you’ll venture into Lorule Castle. Here, you’ll battle Moldorm, Gigabari, and Arrghus again in slightly different and more taxing encounters, alongside battling a Lorule soldier wielding a flaming mace; defeating all four will break the seal on the door and allow you to reach the top floor of the castle and its throne room, where Hilda (who had previously offered assistance as a disembodied voice) turns against you to acquire the Triforce and save her land. Her agent in this endeavour is an empowered version of Yuga, who fuses with Ganon’s Dark Beast form and gains both his dark power and the power of the Triforce of Courage for a two-stage final battle that’s fundamentally very similar to the final showdown against Ganon from A Link to the Past. Yuga Ganon wields a large trident that blocks your attacks and he also teleports around the throne room; you need to avoid his swipes and strike from behind with your sword, or from a distance with your bow. As he takes damage, Yuga Ganon will add thrusts and a charging attack to his arsenal, as well as rain projectiles down on you and toss his trident in a spinning arc. Once you’ve defeated his first form, he’ll absorb Hilda and the Triforce of Wisdom; now, he floats above the arena and launches projectiles that you must deflect back at him in a game of dead man’s volley. Succeed and he’ll be forced into a 2D painting; since he’s invulnerable to conventional damage, Zelda will gift you the Bow of Light, which you can only use when you’re in 2D and in this battle. You need to merge with the wall, distract him with a Light Arrow, then unmerge and merge behind him to force him out of the wall so you can attack with your sword. After that, Yuga Ganon adds a charge to his 2D attack, forcing you out of the wall faster, and finally shrugs your arrow off entirely, forcing you to fire it in the opposite direction for the final blow, with him summoning purple blasts of energy that turn into unblockable and unkillable bats between hits
Power-Ups and Bonuses: As ever, Link will pick up Rupees and hearts to purchase new items and replenish his health, respectively. Fairy fountains will also refill his health, or yield small fairies that you can catch in a net and keep in a bottle to refill some of your hearts when you’re defeated. Link can also store various potions in his bottles, which he can have brewed up for him by gifting the various monster parts he finds to an old witch. Link’s maximum health can be increased by finding four Pieces of Heart or defeating bosses, which yields a Heart Container; as mentioned, he can also increase his energy gauge by finding the Stamina Scroll but he can find a Blue and Red Mail that will not only change his outfit but also dramatically increase his resistance to damage. Finally, the Bee Badge has wild bees help rather than hinder you, the Zora’s Flippers allow you to swim and dive in water, and the Pegasus Boots let you charge around with the Right trigger to knock down keys or shake Maiamais, Rupees, or apples out of trees. Many of Link’s most recognisable weapons return in A Link Between Worlds; the bombs, boomerang, hookshot, and bow are all present and accounted for and function exactly as you’d expect. I never really found much use for the boomerang, especially compared to the fire and ice rod, which are essential for a couple of dungeons. The sand rod is only really useful in and around the Desert Palace, same with the tornado rod, which I didn’t use much past the House of Gales. You can also get a pair of Hint Glasses, which will expose a helpful ghost who will offer assistance in exchange for a Play Coins (acquired automatically if you walk around with the 3DS in your pocket). You can also purchase scoot fruit and foul fruit, which allow you to quickly exit dungeons and defeat all onscreen enemies, respectively, and upgrade the efficiency, range, and effectiveness of each of Link’s weapons by finding all one-hundred lost Maiamai and bringing them to their mother.
Additional Features: These lost Maiamai are all over Hyrule and Lorule; you’ll hear them squeak when they’re close by and your map will show you how many are in a given arena, and you’ll need to knock them out of trees, uncover rocks, cut down grass, and push them off walls using your 2D ability. Finding all one-hundred will upgrade Link’s Spin Attack to the more powerful Great Spin Attack in addition to powering up each of his weapons. There are also five bottles to be found, with some being gifted after you complete tasks, though there’s no trading sequence to complete here. There are a couple of challenges available to you, from navigating obstacle courses to races, Rupee-collecting games, and Octoball Derby, all of which yield Rupees or a Piece of Heart. There are twenty-eight Pieces of Heart to be found, either in hidden caves, these mini games, or accessed using your different items and collecting them all with vastly increase your chances at the Treacherous Tower, where the Tower of Hera once stood. In here, you’ll face off against waves of enemies in three different difficulty modes, with each one costing more to take on, culminating in a boss battle and earning you higher Rupee rewards and eventually an upgraded net. You can also acquire a pouch that lets you use two items instead of just one, find Master Ore that is used to upgrade the Master Sword, and completing the game will unlock the more challenging “Hero Mode” for you to play through.
The Summary: This was only my second playthrough of The Legend of Zelda: A Link Between Worlds, and I first cleared it before I beat its predecessor, A Link to the Past, and yet I really enjoyed this fun little handheld throwback to a new-bygone era of Zelda gaming. Don’t get me wrong, I enjoy the large, expansive open world nature of modern Zelda games but the top-down, 2D/2.5D perspective is very nostalgic and timeless for me and always my preference. The game looks and sounds fantastic; at the time, it really was the most visually impressive revamp of the classic Zelda style and it’s great to see this world come to life with this plasticine aesthetic. I enjoyed how the game was both familiar and yet different enough to be its own beast; it’s extremely similar to A Link to the Past and, in many ways, is a modern remake of that game but has enough new mechanics to be unique. I may not have loved the rental system, energy gauge, or the 2D mechanics, but they added new levels of freedom to the tried-and-true Zelda gameplay; I just think they could’ve done a little more with them rather than make them simple gimmicks. Although I didn’t play with the 3D effects on, the game is nicely geared towards it with a lot of vertical sections; I enjoyed the remixed tunes and locations, and the returning or altered bosses, even though the game was a little too easy at times thanks to my habit of farming Rupees and your ability to hold 9999 right off the bat (wallet restrictions might’ve helped with this). Ultimately, this was a really enjoyable, classic Zelda experience with a sprinkling of fun new mechanics and colourful characters that worked perfectly as a follow-up to A Link to the Past while still expanding upon that game’s lore in interesting ways.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Have you ever played The Legend of Zelda: A Link Between Worlds? If so, how do you think it compares to A Link to the Past and did it work as a sequel for you? What did you think to Lorule and do you think there was enough to distinguish it from the Dark World? Did you enjoy the rental system and Link’s ability to turn into a 2D painting? Which of the dungeons, bosses, and weapons was your favourite? What did you think to the visual presentation of the game and the incorporation of the 3D mechanic? Did you ever find all of the lost Maiamai and fully upgrade Link’s arsenal? How are you celebrating the franchise this month? Whatever your thoughts on A Link Between Worlds, leave a comment below or share them on my social media.
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds across the world. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-lengthmovies as clever marketing and a co-ordinated release and multimedia strategy saw it become not just a successful videogame franchise but a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 16 November 2018 Developer: Game Freak
The Background: Pokémon was an instant cultural phenomenon back when the games first dropped, taking playgrounds by storm and dominating almost every aspect of my generation through a slew of merchandise. I remember being so adamant about purchasing Pokémon: Blue Version that I bought it brand new rather than getting a cheaper copy of Pokémon: Red Version and my friends and I routinely played at school or on the Nintendo 64 thanks to Pokémon Stadium (Nintendo EAD/HAL Laboratory, 1999). Although the developers originally intendedmy favourite games/generation of Pokémon, Pokémon: Gold Version and Pokémon: Silver Version(Game Freak, 1999) to be the final entries in the series, Pokémon videogames continued to be developed, with new features, improved graphics and mechanics, and a whole bunch of new Pokémon being introduced in each generation. Yet, in all that time, we never really got a proper version of Pokémon on home consoles; they were always spin-offs, battling games, or neutered versions of the main role-playing experience, which remained exclusive to Nintendo’s handhelds. Nintendo’s development of their Switch console changed that, however; thanks to the Switch’s unique ability to be both a handheld and a home console, players were finally able to experience a main series Pokémon game in glorious high definition with the release of Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! (ibid, 2018) Though remakes of the first Pokémon games, the Let’s Go games (like pretty much all Pokémon games) proved both successful and popular.
The Plot: The time has come for you and your childhood rival to receive your very own Pokémon from Professor Oak and challenge the eight Kanto Gym Leaders in a bid to become a Pokémon Master. However, your progress is fraught with danger as the nefarious Team Rocket seek to steal Pokémon for criminal acts, in addition to genetically creating the most powerful Pokémon of all!
Gameplay: Essentially, Pokémon: Let’s Go, Eevee! is exactly the same Pokémon game we’ve been playing for decades now, though this is only to be expected as it’s another remake of the original games. Like otherPokémon titles of this calibre on the Nintendo Switch, the game is played from a top-down, slightly isometric perspective that evokes the style of the Game Boy and Nintendo 3DS Pokémon titles; while the gameplay retains a simple control system (you control your avatar with the left stick, make selections with A, back out of decisions with B, and bring up the in-game menu with X), you can choose to play with the Joy-Cons attached (my preferred style), separated, or even use the Poké Ball Plus accessory when catching Pokémon. Interestingly, Pokémon: Let’s Go, Eevee! is somewhat light on the handholding; Professor Oak will run you through the basics of Pokémon at the start of the game, as always, and non-playable characters (NPCs) offer hints, tips, and additional information regarding battling, catching, trading, and raising Pokémon, but gameplay isn’t interrupted every few minutes for a tutorial or bout of exposition, which actually makes the game feel a little too barebones at times as it seems content to simply offer a graphical and mechanical overhaul of the original games. Still, the modern conveniences are well welcome; items are divided into “Pockets” in your bag, allowing you to quickly find, use, and arrange healing items, evolution stones, Technical Machines (TMs), and candies to restore, power-up, or evolve your Pokémon. Unfortunately, you can’t assign an item to a quick button like in later Pokémon games but, to be fair, you really don’t have much need for this since items like the fishing rods and bicycle are missing this time around. Your inventory space now seems to be unlimited, which is even better, so you never have to worry about trekking back to a PC to dump items to pick up others.
I wasn’t a fan of the game’s new motion-sensor catching mechanics.
As ever, wild Pokémon will be encountered all over Kanto, hiding in grass, bopping in the sea, and emerging from the ground when in caves. This time around, the Pokémon all clearly appear onscreen; while they can spawn out of nowhere and swarm all around some locations, you can see where they are and even get an idea of how big or small or rare they are thanks to on-screen colourings and indicators, meaning it’s easier than ever to spot a shiny Pokémon or avoid an encounter altogether since random battles are effectively a thing of the past here. New to this game is the “Combat Point” (CP) mechanic, which allows you to see, at a glance, how good a Pokémon’s stats are, and Pokémon naturally still have “natures” that determine their statistical growth. Once you encounter with a wild Pokémon, you’ll see how different Pokémon: Let’s Go, Eevee! is from its predecessors and contemporaries; the game switches to a first-person perspective and essentially borrows the gameplay mechanics and functionality of Pokémon Go (Niantic, 2016). You can select different Poké Balls, with each one having a different capture rate, one of numerous berries which can calm the Pokémon down, make them easier to catch, or increase your chances of acquiring items and bonuses from a successful capture, get some help, or flee from the battle. You won’t be inflicting damage on the wild Pokémon; instead, you must ready your Poké Ball, wait for the Pokémon to settle down, and toss the Poké Ball between some coloured rings to try and snag it. The level, size, and rarity of the Pokémon generally determine show difficult it is to catch, but even low-level Pokémon can burst out of Poké Balls if your throw is bad or just to be annoying, and you have to be quick and accurate as wild Pokémon can flee from battle. Some certain Pokémon, like the Legendary Birds and the two Snorlax, will need to be battled before you can catch them, which gives you about five minutes to whittle their Hit Points (HP) down before switching to this new capture system. Since I’ve never played Pokémon Go, I wasn’t a fan of this new mechanic, which basically boils down to mindlessly tossing Poké Balls, trying to get a “Excellent!” rating, and swinging the Switch around like an idiot to get a better aim. It’s an extremely different strategy and mindset for long-term players, one that encourages you to catch every single Pokémon you see as this is the primary way of earning experience points (EXP) and levelling-up. Thankfully, Poké Balls, Great Balls, and Ultra Balls are easily obtained from shops and NPCs, but I found this forced mechanic too the “Gotta Catch ‘Em All” tag line a little too literally.
In addition to traditional battles, you can pet and feed Eevee to keep it happy.
Pokémon Trainers are still a thing, so you’ll still have the chance to take part in some traditional battles. Here, you and your opponent take turns to inflict damage or status effects on each other or use in-battle items to heal or relieve status effects. You can’t run from a Trainer battle, but you can switch your Pokémon between rounds, which you’ll want to do when your opponent uses a different “Type” of Pokémon to yours. As ever, this is like Rock/Paper/Scissors, making Water-Type Pokémon “Super effective” against Fire-Type Pokémon, Fire-Types melt Ice-Types, and Fighting-Type Pokémon shatter Rock-Types. Thanks to onscreen text, the advantages of the modern user interface, and the colourings of certain Pokémon, it’s a pretty simple system to figure out. Trainers have all the same options as you, so they can switch their Pokémon at any time, heal or buff them with items, but can attack without fear of running out of Power Points (PP). Each move is limited by PP; when it runs out, you’ll need to use an Elixir or heal up to restore it or risk resorting to “Struggle”, which inflicts serious recoil damage. While it’s possible to succeed with just one or two powerful Pokémon, it’s best to have a diverse team with decent Type coverage in their moves; thankfully, Pokémon: Let’s Go, Eevee! makes this even easier by including far more moves and TMs, especially for your Eevee, to allow for greater Type coverage with each Pokémon. Similar to Pokémon Yellow Version: Special Pikachu Edition (Game Freak, 1998), you’re forced to start with a specific Pokémon, in this case Eevee. Sadly, you can’t evolve Eevee, but certain NPCS will teach it a number of super useful elemental moves, allowing it greater Type coverage than usual. Eevee is your constant companion and can be petted and fed berries to increase your bond with it; this affords you benefits in battle, such as Eevee holding on with 1HP or shaking off status ailments. This’ll also happen with the other Pokémon in your party, however; any Pokémon can follow you around, like in Pokémon: Yellow and Pokémon HeartGold and SoulSilver (ibid, 2009), allowing you to interact with them to see how they’re doing, ride certain Pokémon in place of the bicycle, and they’ll even sniff out or dig up items. Pokémon can also now be renamed at any time and marked with symbols, you can easily move them and their moves around as you like and, even better, you no longer need to visit a PC to move Pokémon to and from your party; you simply do this at any time from the menu, and you can also send the many wild, disposable Pokémon you’ve caught over to Professor Oak where they’ll be lost forever in return for some candies.
Eevee can be bolstered with candies and learn Secret Techniques to expand the world.
These candies take the place of the vitamins and feathers of the previous games, allowing you to feed them to your Pokémon to boost their stats (Attack, Speed, HP, etc). You’ll find these across the game as well and they’re great for quickly boosting stats, with some candies even being specific to Pokémon and giving a boost across all stats, though Pokémon will require more candies the stronger they get and some are locked behind a level cap. Levelling-up can be a bit of a chore thanks to the massive emphasis on catching Pokémon, meaning it’s best to put your money into stocking up on Poké Balls or talking to NPCs to get some extra ones to help you get more powerful. Thankfully, you can still track your progress from a handy onscreen EXP bar; by default, all Pokémon automatically earn EXP from every encounter as well, meaning levelling-up is easier and faster than ever, and you can still trade and use special stones to evolve Pokémon into more powerful forms. This also facilitates the ongoing plot of completing Professor Oak’s PokéDex, a handy-dandy encyclopaedia that tells you where Pokémon frequent and gives you insight into them. Evolving Pokémon also gives them access to newer, usually better moves, though each can only learn four moves at a time; you can either replace an existing move or not learn the new one. An NPC allows your Pokémon to relearn forgotten moves in return for Heart Scales and you can use the TMs as many times as you like, which is always useful. Even better, Hidden Machines (HMs) are now a thing of the past; instead, Eevee learns “Secret Techniques” from NPCs, generally by completing story-based side quests. These allow you to chop down trees blocking your path, light up dark caves, surf across water, and fly to Kanto’s different towns using Eevee and relegates moves like Surf and Fly to TMs. This is extremely useful as it now means you don’t need to clog up your party with HM slaves or have useless HM moves in your arsenal. As ever, your Pokémon can be afflicted with status effects that slow, damage, or hinder them; poison, burns, sleep, and paralysis are the most common though you’ll also have to watch out for moves that cause you to “flinch” and miss a turn, Pokémon avoiding your attacks, and being put into a confused state. Treat and train your Pokémon well and they’ll shake off these ailments, but you can also use various items and the ever-useful Pokémon Centers to restore your Pokémon to full health. If you go into a battle unprepared without taking advantage of the manual save feature, you may be overwhelmed and end up defeated, which’ll cost you some hard-earned PokéDollars and return you to the last Pokémon Center you visited, but you’ll also find helpful NPCs, beds, and healing zones in some areas that avoid a long trek to heal up. You also need to be mindful of levelling-up too quickly; if your Pokémon is too high a level, and you don’t have the appropriate Badge, they may disobey you by ignoring your commands or loafing around.
You’ll tackle some familiar puzzles alongside visiting a handful of new areas.
If you’ve played the original Pokémon games and their remakes before then you’ll be instantly familiar with Kanto which, despite a new coat of paint and some tweaked quality of life features, is basically exactly the same as before. You’ll be taking ladders through maze-like caves, exploring a luxury ship, fetching stuff for NPCs, and solving some rudimentary puzzles using teleporters, hidden switches, and pushing blocks to lower doors. Quite often, you’ll explore areas to acquire keys to progress, which means clearing out Team Rocket and rescuing NPCs. While the Celadon City Game Corner is still present, you can’t play the slot machines anymore; the Safari Zone is also gone, with the rare Pokémon from these areas now appearing out in the wild and the latter replaced with the Pokémon GO Park, where you can transfer Kanto Pokémon from Pokémon Go. In-game trades allow you to acquire different Pokémon and even different forms from other Pokémon regions, and you can still trade and battle with friends as long as you’re paying for the Switch’s online functionality. There’s a very limited incorporation of the “Mega Evolution” mechanic here, too; certain NPCs award you special stones that allow a small handful of Pokémon to “Mega Evolve” once per battle, making them tougher and more fearsome, and some Trainer battles will also see you facing off against a Mega Evolved Pokémon. Very rarely, you’ll also take part in double battles, either by yourself or alongside your rival, though these really don’t happen as often as they could (and should, considering how often you encounter Jesse and James of Team Rocket). Finally, you have a few rudimentary customisation options for your avatar, including gender and skin colour, and can mix and match various outfits that you’re awarded from NPCs; Eevee can also be dressed up, which is quite cute, but this isn’t as in-depth as in other Pokémon games.
Graphics and Sound: Pokémon: Let’s Go, Eevee! naturally benefits from the greater graphical processing power of the Nintendo Switch, utilising a slick, colourful 3D anime approach that really brings Ken Sugimori’s artwork to life in the best way possible. Freed from the grid-system of the original titles but not overwhelming the player in open-world gameplay, Pokémon: Let’s Go, Eevee! transforms the formally limited, pixelated environments of Kanto into far bigger, much more detailed locations. Unfortunately, there’s no day/night system and no weather or seasonal elements, but towns and routes are bright and full of NPCs to chat to, buildings to enter, and Pokémon to encounter. The characters are all instantly familiar but with a new coat of paint; your NPC and rival aren’t strictly the Red and Blue of old, looking and acting slightly different (the rival is way more friendlier and actually helps you at a few points) and Blue actually shows up to offer advice and take Giovanni’s place as the Viridian City Gym Leader. The game also takes inspiration from the anime and Pokémon: Yellow by including and expanding upon the role of Jesse and James, with their Meowth often preceding their appearances and the duo have a far greater impact on the plot by taking the place of other Team Rocket grunts and executives.
The whole game pops thanks to its colourful, 3D, anime aesthetic.
Although the game’s Pokémon are limited to the first 151 from the original games, outside of a few different forms from later games in the franchise, they’re all full of life and can get very energetic when you encounter them in the wild, bouncing, floating, and dodging about the place and even swiping at you (though this just causes your Poké Ball to miss). Pokémon also appear more or less to scale, meaning Onix bursts from the ground and dominates the screen, Voltorbs are tiny globes, and some (like Arcanine) can be rode around to speed up your movement. Each has remixed cries from the original game apart from Pikachu, which gleefully shouts its name, and Eevee, which has a series of squeaky chirps. As if making towns bigger and livelier wasn’t enough, the Gyms have also had an impressive overhaul; spectators are often present, in addition to more detailed interiors, and you’ll even be treated to special cutscenes when encountering Legendary Pokémon and such. The script seems mostly the same as before, with a few alterations here and there that kind of place it as both a follow-up and a retelling of the first two games, and all the redone tunes are as charming and memorable as ever.
Enemies and Bosses: During your Pokémon journey, you’ll battle with other budding Pokémon Trainers; their Pokémon start at low levels, generally with only one or two in their party, but you’ll face progressively tougher opposition as you progress. While you can usually predict what an enemy Trainer will do as they tend to use moves that have a Type advantage over your current Pokémon, they can sometimes surprise you and it pays to go on a mad catching spree between battles to level-up, focus on increasing certain stats, and bringing your team as close to the level cap as possible, utilising moves that are super effective and taking advantage of the shared EXP to easily dominate the opposition. As ever, your most persistent foes throughout Kanto are the nefarious Team Rocket; this gang of Poké-nappers have taken over buildings and even entire towns in a bid to steal Pokémon or technology like the Silph Scope and Master Ball for their own evil ends. Generally, Team Rocket grunts aren’t much different from other Pokémon Trainers and stick to common Pokémon like Zubat and Ratatta, but you’ll also battle Jesse and James a few times thanks to their added importance on the plot. Like in the anime counterparts, they’ll use Koffing/Weezing and Ekans/Arbok but don’t send out Meowth this time around. You’ll also encounter your rival at various points; he’ll either be one step ahead of you, join you for certain side quests, offer advice and award items, and will challenge you to test your skills. A new Trainer class in this game are the Coach Trainers; these guys must be manually challenged and will award TMs and other goodies after you best them, but generally offer a tougher or more advanced challenge compared to regular Pokémon Trainers.
After conquering the Gyms and the Elite Four, some powerful Legendary Pokémon await you.
Your Pokémon journey requires you to travel far and wide across Kanto defeating the eight Gym Leaders to earn their Badges; these increase the strength and level cap of your Pokémon and allow entry into the Pokémon League and each Gym Leader specialises in a certain Type of Pokémon (though, handily, opposing Types can usually be found nearby if you need one). Before battling the Gym Leader, you’ll need to get past their proteges and, often, a puzzle of some kind, such as pressing hidden switches, navigating an invisible or hedge maze, or teleporting from room to room. This time around, many Gyms cannot be fought until you have a certain Type or level of Pokémon, encouraging catching and grinding, though the Gym Leaders remain as simple as ever to any experienced player. After defeating the Gym Leaders, you can battle them again once a day for some extra cash, which is always appreciated as Trainer rematches are disappointingly sporadic in this franchise. Once you’ve defeated them all, you challenge the Elite Four and the Pokémon League Champion without any breaks or free health restoration between bouts. Again, these have been bolstered by the Switch’s graphical power and some of the moves and line-ups of the Elite Four have been mixed up; I mostly noticed this with Lance, who now doesn’t have those two Dragonairs. While the Pokémon League offers a daunting challenge, it’s pretty simple to stock up on Hyper Potions and Revives to help if things get tough and you can battle them as many times as you like afterwards to help level-up. Although you won’t battle wild Pokémon 99% of the time, you still encounter the likes of Snorlax, the Legendary Birds, and Mewtwo; these are timed battles and can be a bit jarring as you suddenly have to shift to the traditional style of play, subduing the opponent with status ailments and whittling their HP to zero so you can start the laborious process of catching them, essentially turning these bouts into mini bosses, of sorts.
After beating your rival, you’ll challenge the best of the best across Kanto.
As he’s a lot friendlier than Blue, your rival is far more easy-going and any sense of urgency about wiping that smug smirk off his face is gone this time around. To counter your Eevee, your rival uses Pikachu (which, annoyingly, he eventually evolves into a Raichu, which isn’t fair as you can’t evolve your Eevee) and will not only amass a well-balanced and diverse team of Pokémon by the time he beats you to the Pokémon League but can also Mega Evolve his Pidgeot during the final battle. While he often presents a slightly more formidable challenge, especially once he’s got his aforementioned Pidgeot and Raichu teamed with Vileplume, Rapidash, Slowbro, and Marowak, defeating him isn’t any harder than beating any other Trainer or Gym Leader; simply strengthen your team, swap them as necessary, and hammer away and you’ll soon be crowned the Pokémon League Champion. Your rival might not be a complete douchebag this time around, but Blue is still a smarmy git and he shows up a few times throughout the story to help fend off Team Rocket and test your mettle as a Pokémon Trainer. After you defeat Giovanni and conquer the Pokémon League, Blue installs himself as the Viridian City Gym Leader, offering one of the game’s three hardest battles, the other two being Green and Red, with Green awaiting your challenge inside the Cerulean Cave after you’ve caught Mewtwo. Once you best the Pokémon League, 153 “Master Trainers” appear all around Kanto; these guys specialise in one Pokémon and, annoyingly, you can only battle them with that same Pokémon and they’re at such a high level that you basically need to grind-train every possible Pokémon just to stand a chance against them. If you manage to defeat six of them, Red can be fought outside of the Pokémon League, with all three of the original Trainers having a diverse team of high-level Pokémon and fully capable of Mega Evolving one of their Pokémon.
Power-Ups and Bonuses: It seems like even more items, both obvious and hidden, are strewn all over Kanto; they’re either onscreen or sniffed out by your Pokémon, gifted by NPCs, or bought from PokéMarts. Healing items like the various Potions, restorative items like the Revives, and status-healing items can take care of your ailments either in battle (at the cost of a turn) or outside of battle and you can temporarily buff your Pokémon’s status with items like X-Speed. You can also buy the game’s various Poké Balls from PokéMarts (being awarded a Premier Ball with bulk purchases) but these are also freely given by NPCs, after battles, and found all over so you’re never short of catching devices. You can find nuggets and stardust to sell for big cash, special stones to evolve Pokémon, and even items that fend off wild Pokémon or draw out more powerful and rarer variants. Berries make a return to the franchise, though in a slightly different capacity; you can feed them to Eevee to improve your bond but they’re best used against wild Pokémon to make them easier to catch, though you can’t have Pokémon hold items for in-battle buffs (potentially because battling is such a secondary feature in this game). Other items are slightly changed, too; the Poké Flute can’t be used in battle, for example, moves like Teleport and Dig can’t seem to be used outside of battle, and you’ll give the guards tea (given to you by Brock) rather than water, just to mix things up.
Additional Features: Pokémon: Let’s Go, Eevee! keeps things incredibly simple with its available Pokémon; no Pokémon outside of the original 151 (and a couple of different forms and a new Pokémon) appear in the game and some are missing since you can’t get the likes of Sandshrew/Sandslash, Grimer/Muk, and Scyther in this game, requiring you to trade with a friend who owns Pokémon: Let’s Go, Pikachu! Trading is also key to evolving certain Pokémon, like Machoke and Haunter, and you’ll need another player to acquire both fossil Pokémon. Once you’ve beaten the game, there’s a little bit of post-game content to come back to; obviously, there’s the PokéDex to complete and the Master Trainers to find and challenge, though this latter is more tedious than exciting. In what will probably be a disappointment to many, there’s no Battle Frontier or anything like that, and there are no other areas to visit beyond the likes of the Cerulean Cave and Power Plant, which is disappointing to me as we don’t even get the Sevii Islands here. Mewtwo awaits in the Cereluen Cave, as mentioned, and the Legendary Birds are in the usual locations, offering inconsistently difficult encounters (I caught Articuno on my second Ultra Ball, Moltres took a few more, Zapdos was quite erratic, and I simply tossed the never-miss Master Ball at Mewtwo). Pokémon legends Red, Blue, and Green are also out there for you to battle but getting to Red isn’t the most enjoyable task available and the rewards are negligible. Similarly, beating the Master Trainers and competing the PokéDex primarily just gives you kudos and bragging rights, though you will be able to ride certain Pokémon to fly across Kanto after beating the Pokémon League, which offers a slightly different dimension to your travels. Otherwise, you can try and hunt down shiny Pokémon, look for the biggest and smallest Pokémon around, and make use of the co-op mode to journey alongside a friend and the Mystery Gift and Pokémon Go functionality to transfer other Pokémon into the game.
The Summary: Although my love for the franchise has ebbed somewhat over the years, basically to the point where I don’t really buy new Pokémon games on the regular since they’re largely the same and don’t really offer much new material, I am a fan of the series and I was somewhat interested in journeying through Kanto one more time in Pokémon: Let’s Go, Eevee! Graphically, the game is very impressive; with the series seemingly moving more towards open-world, open-ended gameplay and introducing more extraneous mechanics to the franchise, it’s nice to get back to basics, but Pokémon: Let’s Go, Eevee! is maybe a little too basic for its own good. Opting more for a fancy new coat of paint rather than really expanding upon the original games’ content in any meaningful way, Pokémon: Let’s Go, Eevee! is a fun enough nostalgia trip but lacking in many ways; not including much in the way of substantial post-game content was a disappointment, to say nothing of the laborious Master Trainers and the decision to not include Pokémon or mechanics from other regions and games (like a day/night cycle, weather effects, hold items, and such). What really soured the experience for me was the incorporation of Pokémon Go mechanics; I admit that I’m biased about this as I don’t really play or like Pokémon Go, but there wasn’t much fun to be had in tossing Poké Balls at Pokémon without much skill or thought. You simply wait for the circles to line up, and for a good opening, and just toss Poké Balls and/or berries until you catch it, making for an extremely simplistic and monotonous level-up system. I loved that Jesse and James had a bigger role, and that Blue showed up on the side and being able to battle him, Red, and even Green (though I was a little disappointed that Professor Oak wasn’t the Pokémon League Champion at the end). Riding Pokémon was quite fun, as was letting Pokémon travel beside you and giving Eevee a real personality, but the lack of customisation options and challenge was unfortunate. Overall, if Pokémon was “Baby’s First RPG”, Pokémon: Let’s Go, Eevee! is “Baby’s First Pokémon” and, while I enjoyed it well enough, it was a bit of a barebones package that played things a little too safe, and a little too quirky, for my liking.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you enjoy Pokémon: Let’s Go, Eevee!? How do you think it compares to the original games and their remakes, and which Pokémon game is your favourite? Did you enjoy having Eevee as your partner and what did you think to the special moves it could learn? What did you think to the new catching mechanics and did they make or break the game for you? Did you ever defeat all of the Master Trainers and Red? Who made it into your final team and did you ever complete the PokéDex? Which Pokémon is your favourite? How are you planning to celebrate National Pokémon Day this year? Whatever your thoughts on Pokémon, feel free to leave them below or on my social media.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Wednesday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 27 July 2023 Originally Released: 27 February 2001 Developer: Nintendo Original Developer: Flagship Also Available For: Game Boy Color, Nintendo 3DS (Virtual Console)
The Background: My very first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was The Legend of Zelda: Link’s Awakening(ibid, 1993) on the original Game Boy, which began life as an unsanctioned side project of programmer Kazuaki Morita and became a critically acclaimedbest-seller for the system, a success that Nintendo duplicated with its Game Boy Color upgrade in 1998. Link’s Awakening was followed by two relatively obscure and hard to come byZelda titles that initially came from Yoshiki Okamoto’s desire to remake the original game for the Game Boy Color. Zelda creator Shigeru Miyamoto suggested making a trilogy of interconnected games that would directly communicate with each other through the use of shared assets and passwords, but the logistical challenge of this forced the developers to scale the project down to two games. The technical limitations of the Game Boy Color also caused the developers significant issues, but they were bought more time to refine the concept when the release of the Game Boy Advance was pushed back, giving them that chance to incorporate elements from the 3D Zelda titles. The games sold over 3.96 million copies, making them a commercial success, and they were met with rave reviews that praised their visuals and the replay value offered by the password system. However, many gamers (like myself) were unable to legitimately play the games for an affordable price for some seventeen years, when they were finally added to the Nintendo 3DS Virtual Console, but a whole new generation of gamers were able to experience these often-forgotten games when they were added to the Nintendo Switch Online service in 2023.
The Plot: In Oracle of Ages, Link finds himself in Labrynna and charged with rescuing Nayru, the Oracle of Ages, from the evil clutches of Veran by travelling through time to collect the eight Essences of Time. In Oracle of Seasons, Link must rescue Din, the Oracle of Seasons, from the evil Onox, questing for the eight Essences of Nature and battling wild elements. Defeating these evil forces brings Link into a final confrontation with Twinrova, who wish to sacrifice Princess Zelda to resurrect the dark lord Ganon!
Gameplay: If you’ve played the original Link’s Awakening, or any of the top-down Zelda titles, then the Oracles games will be immediately familiar to you. You’re given three save slots, the ability to rename your character, and dropped into one of two fantasy worlds, Labrynna or Holodrum, and tasked with questing to retrieve eight mystical items to rescue each game’s Oracle and restore the lands from evil. Since these were Game Boy Color titles, the Oracles games operate on a very simple two-button setup; players can enter the inventory menu by pressing ‘Start’ and equip two items, one to A and one to B, to use to defeat enemies, solve puzzles, and open new paths. Primarily, this will be your sword and shield; Link can attack in four directions or charge up his trademark Spin Attack to attack in a circle and can defend himself from incoming attacks by holding down the shield button. As you progress through both games, you’ll acquire these weapons, and other items either by finding them in one of the dungeons, buying them from one of the many shops, or being gifted them by a friendly non-playable character (NPC). Initially, you can’t access anything, not even the pause menu, and you later must equip two specific items in conjunction to get past obstacles, such as using the Pegasus Seeds and Roc’s Feather to clear longer gaps.
Link must channel the seasons and time itself to save these chaotic lands.
Link’s journey takes him all over each land and both are filled with enemies and hazards; some are easily overcome with your basic sword, others require more tactical use of your weapons (such as directing the Magical Boomerang to hit switches or dropping bombs to blow open cracks in walls), and it’s worth attacking most enemies, cutting grass, and digging up dirt to unearth hearts, Rupees, and ammo to keep yourself well stocked. Link begins with three hearts (or four, it seems, in a “Linked Game”) and can replenish them with hearts or extend his life bar by finding Heart Containers, but you’ll need Rupees and Ore Chunks to purchase items from shops. All of this is very familiar to any Zelda fan, exposing hidden paths and even switching to a sidescroller perspective in certain areas, but there are a couple of gimmicks that make each game stand out. First, each game contains two overworld maps; in Oracle of Ages, you’ll travel hundreds of years into the past and in Oracle of Seasons you’ll travel back and forth to the underground realm of Subrosia. Travelling to the past alters the landscape somewhat, allowing you to access new areas by warping to dead ends in one era, and changing events in the past will affect the future as well. In addition, Link’s swimming abilities are greatly expanded upon in Ages; you’ll get to dive deep underwater and explore coral-filled areas to progress, and not just in the overworld, where you’ll visit Zora’s Domain, but in dungeons, too. In comparison, Subrosia is a more fragmented landscape; here, you’ll find your way blocked by rivers of magma, the environment beset by exploding volcanos, and inhabited by cloaked, dwarf-like people obsessed with ore and mining. Subrosia is also home to the Temple of Seasons, which you gain additional access to as you conquer dungeons and acquire new gear, which in turn powers up the Rod of Seasons and allows you to change the seasons in Holodrum.
In addition to underwater and sidescrolling sections, Link has animal friends to help him out.
You’ll find tree stumps all around Holodrum and, from these, you can wield the Rod of Seasons to cycle between spring, summer, autumn, and winter, with each season altering the landscape in some way. Winter sees snow pile up, for example creating higher paths and snow piles that need digging up; autumn sees mushrooms bloom, allowing you to pick them up to access new paths, spring activates flowers that boost you to higher levels, and summer sees climbable vines appear on the overworld. You’ll often need to switch seasons regularly to access different areas and then backtrack to reach a new path, and the seasons change sporadically as you explore, creating new obstacles and requiring you to switch weapons. Eventually, Link also gains the ability to fast travel around the map with Warp Seeds, to swim and dive in water, and to call an animal companion to help get past specific obstacles, though you won’t be using magic in either game. In Ages, time travel is initially quite limited as you need to use the Harp of Ages at specific points, but eventually you gain the ability to freely travel back and forth through time to solve puzzles, complete fetch quests, and access new dungeons and regions. Almost every task in Ages is some kind of convoluted puzzle or fetch quest requiring you to talk to numerous NPCs and travel between eras multiple times just to access a Dungeon Key. Easily the most frustrating example of this is when Link visits Tokay Island and has all his equipment stolen by the lizard-like Tokay; you’ll need to track each piece down one at a time and use them, in conjunction with time travel shenanigans (such as pushing seeds next to walls so the sprout into climbable vines), to retrieve everything so you can continue on your quest.
Puzzles are a huge aspect of Ages, including some annoying coloured-based puzzles.
Like Link’s Awakening, Link is tasked with visiting eight dungeons in each game to acquire new items, conquer the bosses within, and claim the eight mystical objects needed to confront each game’s big bad. Although Ages focuses more on puzzles and Seasons is more action-orientated, many familiar Zelda puzzles are found in each game. You’ll be stepping on or pushing pots or statues onto switches, defeating groups of enemies, pushing blocks (either in a specific way or onto certain tiles), lighting torches, and taking stairs or dropping through holes to access new areas, open doors, or acquire keys to progress further. Like in Link’s Awakening, you’ll use sidescrolling sections to hop to moving blocks, Thwomps, climb ladders, or swim past Cheep Cheeps, though both games place great emphasis on mine carts; you’ll ride these to new areas in the dungeons, hitting switches to change their direction or lighting torches as you speed past. Each dungeon hides a Compass and Map to help you navigate and you’ll unlock a warp point after defeating the mini boss, which is useful when you have to backtrack to find or use keys and items. In Seasons, many puzzles are solved by using Link’s Magnetic Gloves to move magnetic balls and hover over gaps on small rotating diamonds, or by dropping blocks down to lower levels, or activating bridges across gaps and you’ll need to be quick on your feet or to hide behind your shield when the floor suddenly collapses or comes to life to attack you. Occasionally, you’ll lose traction in icy areas, navigate maze-like woods, play hide and seek, and be sent to take out fortified areas or rescue animal companions to reach new areas to say nothing of dodging fireballs, floor spikes, crushing weights, and rolling logs. While puzzles appear in Seasons, they’re far more prominent in Ages, with the most infamous being those involving pushing a coloured cube in a specific way so it lands on the right coloured tile, or using the Cane of Somaria to create a block to press multiple switches at once, or rearranging statues. You’ll enter rooms where you need to step on all the tiles in a specific path to access keys, or jump to coloured tiles to make them all match up, or defeat coloured Gels when the room is a specific colour. Sometimes you’ll need to navigate invisible paths (where the Cane of Somaria again comes in handy), bomb walls or blocks in mazes, navigate past bladed obstacles or arrows, and even change the dungeon layout entirely, though oddly the time travel and season gimmicks rarely play a part within the dungeons.
Graphics and Sound: Both Oracles games heavily reuse assets from Link’s Awakening, recycling sprites, environmental details, and certain gimmicks and presenting them in new ways. This could be seen as a negative but something about the presentation makes the games pop in a way that outdoes its predecessor; maybe it’s that the games were purposely built for the Game Boy Color or the influence from The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998), which sees familiar tunes and species from that game (particularly the Gorons and Zoras) integrated on the small screen. NPCs are much livelier and more integrated into the plot as well; engagements with them carry over between games, changing your interactions with them, and you’ll find all sorts of fun NPCs on offer in both games, from a hyperactive child, to talking animals, to lovesick anthropomorphic trees, lost souls, and skeletal pirates. Each game may visually resemble the other and Link’s Awakening but they’re noticeably different; the changing seasons mean you effectively have four different overworld maps in Seasons and the past of Ages is far less vibrant and more a work in progress, with each time period (and Holodrum and Subrosia) having their own overworld themes or variations on the classic Zelda theme. Link directly changes each area in various ways, from altering the seasons to unlocking gates, flooding areas with water or lava, to allowing a pirate ship stuck between worlds to venture from the sands of Subrosia to the docks of Holodrum. Travelling through time lets you explore ancient Labrynna, where towns are still being built, Queen Ambi and her palace are prominent, and the towering and dangerous Restoration Wall leads to the decimated Symmetry Village, a location you directly improve by travelling through time.
The anime aesthetic and visual borrowings from the 3D games add to the colourful variety.
One area where both games shine is the incorporation of large sprite art for various cutscenes, such as the opening and when Link meets the Oracles. These are rendered in an anime style that recalls the artwork of The Legend of Zelda: A Link to the Past(Nintendo EAD, 1991) and are partially animated. These are used sparingly, however, and the in-game sprites are once again relied on to convey the bulk of each game’s story, with dialogue boxes and input from the Maku Tree (or consultation with an Owl Statue or some chatty birds) guiding you or offering hints. Perhaps as a consequence, the games include some new and updated sprites; while Link is largely unchanged and many of the enemies are recycled from Link’s Awakening, NPCs are more varied than ever and there are some large and detailed boss sprites. The overworld greatly benefits from this newfound attention to detail; Goron City, Zora’s Domain, and the various towns and castles are bustling and varied, with both games including fun elements from Ocarina of Time (like Jabu-Jabu) alongside guessing games, target practise, and aggravating dancing mini games (which are especially prominent in Ages). Sadly, the same can’t be said about the dungeons; many are largely interchangeable and contain the same recycled elements, though they naturally get bigger, more maze-like, and more complex to reflect a rise in difficulty. These means that, while some have different colour palettes and may feature greater emphasis on water, gaps, or other hazards, there’s not much to differentiate them as you’ll see the same gimmicks recycled, though they are used in ways that continually tax you. Of the two, Oracle of Ages has the better, more varied dungeons; Jabu-Jabu’s Belly is largely flooded, requiring you to dive to access new areas, Crown Dungeon makes better use of the coloured block gimmick, and generally there is a lot more to do in Ages’ dungeons, even though this can be frustrating as you need to do a lot of wandering around, backtracking, and trial and error to access keys and doors.
Enemies and Bosses: As near as I can tell, every enemy in the Oracles games is recycled from Link’s Awakening with the exception of the Lynel, a tough centaur-like wolf that deals as much damage as it can absorb. Otherwise, you’ll be encountering various Moblins and Darknuts (who wield spears, swords, and spiked maces), Octoroks, shield-eating Like Likes, snake-like Ropes, bat-like Keese, and electrifying Buzz Blobs. Some will attack when you cut down grass or fall from the sky, like the Floor- and Wallmasters that spawn in to drag you back to a dungeon entrance or the ghost-like Ghinis that haunt various graveyards. Anti-Fairies will bounce around, similar to Bubbles, chipping away at your hearts; Arm-Mimics copy your every move, mummy-like Gibdos shrug off your shots, Wizzrobes constantly teleport in and out shooting energy waves at you, the Mini Masks must be attacked from behind (or have their metal masks removed), and you’ll need to take cover behind the environment to avoid being blasted by Beamos statues and be quick on your feet to outrun the many small and large blade traps. Some enemies are hiding in plain sight, such as the Old Men who will rob you, the wandering witch who steals items from you if you bump into her, or the guards fastidiously overseeing Queen Ambi’s grounds. While enemies are shared across both games, a couple are unique to each; you’ll only encounter Candleheads in Ages and Magnites in Seasons, for example, though this element could’ve been expanded upon to give each game their own unique enemies.
When bosses aren’t being recycled from previous games, they require your various sub weapons.
Each game features nine mini bosses, with two being shared between the games; the Great Moblin and Vire, who you’ll have to battle in a fortified keep and the Ancient Ruins, respectively. While Vire attacks exactly as in Link’s Awakening, flying about and shooting coloured projectiles and splitting into smaller parts and only being vulnerable when charging, the Great Moblin is fought after avoiding his fortress cannons with your animal companion then tossing his own bombs back at him. Some of Ages’ mini bosses will be readily familiar to players of Link’s Awakening as Smasher and the Angler Fish return, and even the Giant Ghini can be traced back to that game, though their attack patterns are altered; you still need to throw Smasher’s balls back at it but they now disappear after a short time, the Angler Fish is fought on the ground (though still from a side-on perspective) and has additional bubble attacks, and the Giant Ghini is now a more formidable foe accompanied by smaller minions and capable of charging you. Ages also has three unique mini bosses; Subterror is a mole-like monster you dig up with your shovel, the Armos Warrior is a giant Armos whose shield can only be destroyed by tossing its huge sword back at it, and the Blue Stalfos is a Grim Reaper-like foe whose energy balls must be reflected back at it. Another returning boss from Link’s Awakening is Façade, who’s fought twice in Seasons but defeated in the same way as ever (simply bomb its face when it appears on the ground and watch for falling rocks). Seasons also has you fight the Brother Goriyas (who toss a boomerang between each other), three Omuais (who you must yank out of the water to attack), the Agahnim-like Agunima (who, like Agahnim, splits into copies and fires magical bolts at you and can only be defeated when all the torches are lit), the sabretoothed ball of teeth known as Syger (who’s only weak spot is the red ball on his tail), the two mischievous Poe Sisters, and the elemental spirit Frypolar, who can only be defeated by tossing its own icicle constructs back at it.
Returning bosses are given new life and made more dangerous than ever,
There are also eight primary bosses in each game, with a final boss to be conquered at the end. Although each game has unique bosses, six of Seasons’ bosses return from the first Legend of Zelda game. Aquamentus, Dodongo, Gohma, Digdogger, Manhandla, and Gleeok all return here, with Manhandla and Gleeok being two of the toughest. Manhandla can only be damaged by attacking its beak-like mouths when they’re open; unfortunately, this is also when they spit projectiles, and its attacks only increase as each “head” is knocked off, exposing its vulnerable insides. The two-headed dragon Gleeok again remains stationary and spits fireballs from its heads, one of which will fly about after being severed, but it’s actually easier to battle than in the original game. Mothula returns from A Link to the Past, with a similar attack strategy of circling the room and firing at you; though the moving floor is gone, you’ll need to watch for holes and jump over gaps to attack Mothula when it lands. This means that Seasons’ sole unique boss is the Medusa Head, which teleports about, turns you to stone, and fires a massive laser beam from its eyes but is easily stunned with your Pegasus Seeds. Aquamentus still spits fireballs, but now also has a charge attack; you must first force the Dodongo to swallow a bomb and then toss it onto the spikes surrounding the arena with the Power Bracelet; you’ll need to avoid being grabbed and tossed by Gohma’s claw, sever it, and then shoot its eye; and finally make use of the spiked magnetic ball to smash Digdogger and its mini doubles into the ground.
Unique perspectives and methods are required to topple many of the game’s tougher bosses.
In comparison, Ages’ bosses are exclusive to that game, which helps to make it more unique, though some are reminiscent of previous Zelda bosses (Ramrock, for example, resembles King Bongo Bongo, though you defeat it by timing bomb throws into its giant stone hands). The first boss you’ll face is Pumpkin Head, who wanders around shooting a spread of fireballs; his only weak spot is his torso, which you attacked to grab and toss his jack-o’-lantern head to reveal its true form. The Head Thwomp is pretty unique as it’s fought from the side-on perspective and sees Link hopping around avoiding projectiles and falling rocks and dropping bombs into the boss’s head to make its expression change to red, causing damage and dropping hearts or bombs. The Shadow Hag also requires a unique strategy to defeat; she splits into multiple shadow forms and protects herself with moths, meaning you must fire a seed so it ricochets back into her. Eyesoar also requires the use of one of Link’s other weapons to damage; it protects itself with smaller eyes and relentlessly moves towards Link, so you need to clear them away and snag it with your Switch Hook to stun it and whack it with your sword. Smog is probably Ages’ most aggravating boss; it is fought in four rounds, each with a different arrangement of blocks, and its smaller form charges around tossing fireballs. You need to strategically place blocks with the Cane of Somaria to get the smaller parts to converge into one, which you can then attack, which each stage getting more difficult as Smog adds lightning attacks to its arsenal. The Octogon constantly swims around Link spitting projectiles at him; you need to angle your seed shooter to attack its weak spot on the back, and dive underwater to smack it with your sword, which can get quite chaotic. You’ll need to use these same seeds when battling the Veran-possessed Queen Ambi as this is the only way to drive Veran’s spirit from her body so you can stun her with the Switch Hook and attack with your sword. The Switch Hook’s upgraded form, the Long Hook, is also the only way you’ll defeat Palsmarine, two jellyfish-like enemies who can only be damaged by causing them to run into each other’s attacks.
As if the monstrous final bosses weren’t bad enough, a deranged version of Ganon also appears.
Once you’ve collected the eight mystical artifacts in each game, you break the spell keeping you from the big bads. In Ages, you battle the evil witch Veran at the Black Tower, a maze-like castle filled with Lynels and Wizzrobes, and whose battle consists of two phases. First, Veran summons Dark Links to distract you, dashes about, and throws a variety of fireballs. Once defeated, she transforms into three monstrous forms: a large beetle that crashes to the ground to temporarily cause acidic hazards to appear, a large bee that quickly flies around and slows your movements with its barrage of stingers, and a horrific spider that stuns and slams you with its web. These forms are random (I never actually saw the bee form) and require different strategies, such as attacking the beetle’s face, firing a seed at the bee, and tossing bombs at the spider. In Seasons, the antagonist is the formidable, heavily armoured General Onox whose castle is a labyrinth filled with some of the game’s toughest enemies and a rematch with Façade. When you reach Onox, he first swings and hurls a massive, spiked mace, causes boulders to rain down, and stuns you with whirlwinds and the only way to damage him is with your Spin Attack and swipe the Rod of Seasons when he uses Din to shield himself. Afterwards, you drop down a hole and face Onox’s dragon form! You need to avoid his flaming projectiles and being squashed by his claws and hop onto his hands to slash at the crystal on his head, which can be tricky if you cheese your jump. If you’ve cleared a Linked Game, you’ll be dropped into the Room of Rites to rescue Princess Zelda. This means battling Koume and Kotake, first separately (reflecting their elemental attacks back at each other) and then in their fused state as Twinrova (which conjures flaming pits or turns the floor to ice and must be stunned with Mystery Seeds) not unlike in Ocarina of Time. Defeat the witches and they’ll sacrifice themselves to resurrect Ganon, forcing you to fight an unhinged version of the Gerudo King in a battle not unlike A Link to the Past. Ganon teleports around the room and unleashes some devastating attacks, such as a charged swipe of his trident, stunning you with a ground-quaking drop, or charging up a huge energy ball. Ganon can only be damaged with a Spin Attack so you need to unleash it and quickly jump or dash away to avoid being hit, the timing of which can be tricky but I actually found this an easier bout than in A Link to the Past as there’s less to worry about onscreen.
Power-Ups and Bonuses: One aspect not carried over from Link’s Awakening are the temporary power-up Acorns; Link also won’t be getting new tunics either, which is a shame, but in their place is the Ring system. As you explore, you’ll find Gasha Seeds that can be planted in soil patches; these blossom into acorns that gift you Rings, or you can find them in chests or buy them from shops. Take them to Vasu the jeweller to appraise them for 20 Rupees and you can equip a Ring to enable certain effects, such as doubling your attack power, sensing secrets, increasing your throw distance, and even turning Link into an Octorok! Some Rings have negative effects as well, such as upping your attack power at the cost of you taking more damage, or no effect at all and simply being keepsakes. You can eventually hold multiple Rings in your Ring Box, but you can only equip one at a time so it’s best to think about what benefits you might need in the long-term. Another new aspect are the animal companions; Ricky the boxing kangaroo, Moosh the flying bear, and Dimitri the friendly Dodongo will help you throughout your quest, ploughing through hazards, flying you over gaps, and scaling waterfalls, respectively, when you call for their help but you’ll eventually have to settle on one as your primary companion, which is then reflected in the Linked Game.
Link’s new weapons and companions provide new ways to traverse and solve puzzles.
Another new aspect here is that Link utilises a slingshot or a seed shooter rather than his traditional bow and arrows; the slingshot can fire a variety of seeds, from Ember Seeds to Mystery Seeds. The slingshot can even be upgraded to fire three shots at once, a luxury not afforded to the seed shooter (though you can aim your shots to ricochet to their target). Link’s seeds are very useful as well; the Gale Seeds allow him to warp, and the Pegasus Seed awkwardly take the place of the Pegasus Boots, allowing Link to run fast for a short period of time. Otherwise, weapons and items are very familiar; Link can toss bombs or a boomerang, pick up rocks with the Power Bracelet, and jump gaps with the Roc’s Feather. Many of his weapons can be upgraded, such as Link’s sword powering up to shoot a beam when he’s at full health and his shield deflecting incoming attacks, but two of the most useful upgrades are Age’s upgraded Mermaid Suit, which lets you dive and attack underwater, and Seasons’ upgraded Roc’s Cape, which lets you glide over gaps. Ages’ Cane of Somaria is required to press multiple switches at once to solve puzzles, as is the Switch and Long Hook, which let you switch places with diamonds, jars, and other objects to clear gaps, defeat or damage certain enemies, and press switches. Link will also make good use of the Harp of Ages and Rod of Seasons to travel through time and change up the seasons on the overworld, respectively, and playing a Linked Game allows you to access additional weapons, such as homing Bombchus, the Biggoron’s Sword, and the Mirror Shield.
Additional Features: As ever, Link can extend his health by collecting Heart Containers; you’ll be granted an extension for every four you find or after beating a dungeon boss, allowing you to extend Link’s health to sixteen hearts. Link’s weapons can also be upgraded, though some are optional and require you to explore or perform certain tasks. As you explore the overworlds, you’ll come across hidden caves containing Rupees or fairy fountains to replenish your health, and find Maku Seeds which must be planted to acquire new Rings. Both games include a lengthy trading sequence where you exchange key items between NPCs, fleshing out the world, your relationships with the characters, and earning the Noble Sword in the process. Almost every area requires some kind of fetch quest in Ages, such as finding Mystery Seeds to meet Queen Ambi to get the bombs you need to enter the Wing Dungeon, travelling back and forth between time to placate the Gorons, or acquiring a sea chart and talking to Tingle to reach Crescent Island. There are some stronger golden variants of enemies to find and defeat in Seasons that will net you the powerful Red Ring, and you can transfer elements from one game to another after completing them and earning a password. This begins a Linked Game, where you start with four hearts instead of three and with a weapon in your inventory; certain NPC interactions will change, the Hero’s Cave will be considerably more challenging and reward special Rings, Rings and other special items can also be transferred via passwords, and each game includes additional features (such as a familiar 2D rescue of Princess Zelda in Ages and a rematch with the Great Moblin in Seasons) that are only accessible this way and thus encourage multiple playthroughs.
Various side quests and a unique link feature expand the games.
Once you’ve cleared one game and then completed a Linked Game, you can experience the “Hero’s Game” to experience the other game as intended and also access the true final challenge of both games. If you play each game normally, you’ll receive a code to use in the other game; playing a Linked Game sees NPCs reference your heroics and actions from the other game, as well as providing you with additional passwords you can use to access extra items and bonuses. If you play a Linked Game through to the end, you’ll automatically be taken to the Room of Rites to battle Twinrova and Ganon; defeating them gifts you the “Hero’s Secret”, which essentially allows you to play the original, unlinked version of the other game but with more hearts and being able to transfer over your Rings. It’s a pretty unique feature and invites multiple playthroughs, though it does lock some traditional Zelda elements (such as the Mirror Shield and Master Sword) off from you as these can only be accessed with the codes. Back in the day, you could automatically play a Linked Game using a Game Boy link cable; the Nintendo Switch Online version doesn’t currently allow you to jump straight into a Linked Game, but you can choose between the NTSC and PAL versions (though I’m not sure what the difference is between the two) and make use of save states and the rewind feature to make the experience a lot less difficult.
The Summary: For the longest time, the Oracles games were inaccessible to me; as prices soared and I upgraded past the original Game Boy, they became unplayable outside of emulation until they were finally released digitally. I’ve played through both before on the Nintendo 3DS but that was ages ago and I’ve hesitated to revisit them due to the playtime needed to properly experience both, and that’s a mistake on my part as they really are some fun, challenging, and vibrant Zelda adventures. While it’s fun warping between different time periods in Ages, I feel this mechanic wasn’t as prominent as it could’ve been; rarely do your actions in the past impact the future (these events are more noticeable in cutscenes) and I would’ve liked to see more visual differences between the past and present, like a decimated present that gets fixed as you visit the past. In comparison, I really enjoyed the season mechanic in Seasons; being able to manually cause snow or a blazing summer is fun and opens new opportunities for exploration, even if it’s not utilised outside of the overworld. I do have some gripes, but they’re mainly due to limitations of the hardware; for example, it’s annoying having to equip the Power Bracelet every time you need to use it and as good as the map is when you’re warping, it’s not always clear where you’re going. Although the weapons and items aren’t much to shout about and the bland dungeons disappointed me, I enjoyed how much the overworld popped and the boss battles presented; I liked all the returning battles, but the original ones were even better, but I quickly became frustrated with Ages’ focus on repeating puzzles and forcing you to run all over the place for the most mundane tasks. Although the linking system is a little clunky and it’s a shame we didn’t get a third game (and I feel a modern remake would be better served packing all two-and-a-bit games together), I liked the increased emphasis on interactions with NPCs and the incorporation of the animal companions, however brief they are. Including aspects from Ocarina of Time was also a great idea, and the epilogue offered by the Linked Game made for a satisfying conclusion, though again I think more could’ve been done with this feature. In the end, this was like one big Zelda experience spread over two titles…mainly because that’s exactly what it was! Seasons was more my speed overall, but there were elements I liked from Ages like the more varied overworld. Play both back-to-back for the complete experience and you can’t go wrong, though it can’t be denied that there’s a little lacking from each due to them having different mechanics and equipment.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Have you ever played the Oracles games? Which one did you prefer? Did you like that they incorporated elements from the 3D Zelda titles? What did you think to the different overworlds and gameplay mechanics? Did you prefer travelling through time or altering nature? What did you think to the recycled bosses from previous Zelda games? Did you ever link both games and see the true ending? Would you like to see these games remade like Link’s Awakening was? How are you celebrating The Legend of Zelda this month? Leave your thoughts and comments below or on my social made and go read some of my other Zelda reviews on the site!
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds across the world. Entire generations have grown up with Pokémon as clever marketing saw Nintendo’s newest franchise become a massively lucrative and popular multimedia powerhouse that endures to this day. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I’m expanding to an entire month of Pokémon every Tuesday in February.
Released: 7 July 2001 Director: Kunihiko Yuyama Distributor: Toho Budget: Unknown Stars: Veronica Taylor, Dan Green, Tara Sands, Kazuko Sugiyama, Rachael Lillis, Eric Stuart, and Masahiko Tanaka
The Plot: After being transported through time by the legendary Pokémon Celebi (Sugiyama), young Sammy (Sands) teams up with Pokémon Trainer Ash Ketchum (Taylor) and his friends to defend the spritely Pokémon from the nefarious Iron-Masked Marauder (Green), who seeks to enslave Celebi with a Dark Ball.
The Background: Pokémon (Nintendo/Creatures/Game Freak, 1995 to present) became an instant phenomenon once it came over from Japan: it dominated playgrounds as kids played the videogames, collected the trading cards, and tuned in to the still-ongoing anime series (1997 to present). So successful was this multimedia marketing strategy that it led to the aptly-titled Pokémon: The First Movie: Mewtwo Strikes Back (Yuyama, 1998), a box office success that started a slew of feature films that expanded upon the anime and promoted the newest Pokémon videogames, especially the franchise’s most powerful and elusive creatures. Despite earning less than the first film, Pokémon the Movie 2000: The Power of One(ibid, 1999) still made over $130 million against a $30 million budget; however, while Pokémon 3: The Movie: Spell of the Unown (ibid, 2000) had a far smaller budget, its $68.5 million box office made it the least successful Pokémon movie. Miramax took over the international distribution and released the fourth movie straight to video rather than in cinemas, one that followed a similar formula to is predecessors, and successors, by featuring a Pokémon almost elusive as Mew at the time due to only being legitimately available through a special event. Unfortunately for the super cute sprite, Pokémon4Ever was met with largely negative reviews that criticised its pacing and execution. Despite this, its limited theatrical run saw it make around $40.8 million and Pokémon movies continued to be produced over the years, with Celebi making a feature-film return in 2010.
The Review: Like many kids who played Pokémon back in the day, I was enamoured at the prospect of Legendary Pokémon, rare, incredibly elusive creatures who often represented the elements. Back in the first and second generation of Pokémon, none were more scarce than Mew, the 151st Pokémon that couldn’t be legitimately obtained in the original games outside of Japan. Rumours and hearsay regarding Mew persisted and, for me, it was this mystery as much as Pokémon’s irresistible popularity that made the first movie such a big hit at the time. When it came time for my favourite games in the series to be released, I was all over the marketing and anticipating the next batch of Legendary Pokémon; while I don’t recall anywhere near as many rumours revolving around Celebi, the time travelling pixie was equally elusive for the longest time. It wouldn’t be until the second generation games were remade and made available on the Nintendo 3DS’s Virtual Console that Celebi became legitimately available and you’d be lucky to pick one of them up in one of Nintendo’s giveaway events. However, while there was still enough intrigue surrounding Celebi and Pokémon, I distinctly remember that I started to lose touch with the franchise around the time that Pokémon 4Ever was released; the third movie lacked compared to its predecessors, I was moving on to other interests, and, for a while, I was just a bit burned out from the franchise at the time, so this is definitely about when my fandom towards Pokémon became much more casual.
Ash and friends befriend a time-displaced boy and help protect an injured Celebi.
Pokémon 4Ever is the first of the Pokémon movies to begin with a helpful introduction; for any clueless parents watching or uninitiated kids, former Pewter City Gym Leader and Pokémon Breeder Brock (Stuart) delivers an opening monologue that establishes the world and Ash’s dreams of becoming a Pokémon master. As is often the case, Ash is so distracted by his unending desire to prove himself in battle that he almost misses his ferry to Arborville, a town built out of treehouses deep within a dense forest in the Johto region. On the way, they spot a Suicune (Tanaka) on the riverbank and perplexed by this unusual Pokémon, Ash calls his friend and mentor Professor Samuel Oak (Stuart Zagnit). Professor Oak identifies it as a Legendary Pokémon who “personifies the North Wind” and is capable of personifying water, something he offhandedly claims to have first-hand knowledge of. Excited at the prospect of encountering more rare Pokémon nearby, Ash naturally runs head-first into the forest and comes across Sammy, a time-displaced boy who’s jumped ahead forty years thanks to a panic-stricken Celebi. Despite an initial misunderstanding due to his confusion, Sammy quickly befriends Ash and his friends and eagerly joins them in seeking out Celebi and the renowned “Lake of Life”, though he lacks Ash’s adeptness for physical exertion. A Pokémon enthusiast who sketches wild Pokémon, Sammy bravely shields the Celebi and forms a bond with it not unlike the one between Ash and his long-time partner, Pikachu (Ikue Ōtani), fighting alongside both with his own Pokémon that pop from archaic PokéBalls.
The carefree Celebi is corrupted by a Dark Ball and only Suicune can help defend the forest!
First seen being pursued through the forest by a selfish hunter (Stuart), the fairy-like Celebi is one of a species of extremely rare Pokémon that is regarded as the “Voice of the Forest”. Like almost every Legendary Pokémon featured in the movies, Celebi is a Psychic-Type Pokémon but, in a change of pace, can’t telepathically communicate with its newfound friends and it’s barely able to defend itself with psychic barriers and vines. Instead, Celebi uses its unique time travel ability when in extreme distress, which transports it and quiet, unassuming Sammy, to the present day. Injured and weak, Celebi depends on the assistance of others to protect it, which the protagonists and wild Pokémon are only too happy to do. Once restored to full health, Celebi exhibits a joyful, childlike playfulness, heals Misty’s (Lillis) briefly-injured ankles and takes Ash and Sammy on a flight over the forest. Unfortunately, Celebi undergoes a dramatic change of character when captured and corrupted by one of the Iron-Masked Marauder’s “Dark Balls”; its powers are amplified and turned against the forest it so coveted, turning it into another of the evil-doer’s mindless slaves and encasing it within a “big twig monster”. Luckily, nature has a more proactive defender nearby to help out; Suicune, sensing the danger, spirits Ash, Sammy, and Pikachu to safety and bests the Iron-Masked Marauder’s Tyranitar (Unknown), though even Suicune’s power fails against Celebi’s monstrous form and it takes a desperate plea from Ash and Sammy to bring Celebi to its senses. As much as I like Suicune, I can’t help but be disappointed that the three Legendary Beasts were split up between movies and specials; Entei, Suicune, and Raikou wouldn’t appear together in a film until 2010 (ironically reuniting Suicune with Celebi, although they were all different versions of these Pokémon) but Suicune fares slightly better than Entei as it’s at least closer to its actual in-game depiction.
The Iron-Masked Marauder seeks to corrupt Celebi’s power and twist it to his own destructive whims.
Naturally, Ash and his friends are pursued by Jessie (Lillie), James (Stuart), and Meowth (Maddie Blaustein) of Team Rocket, who are instantly undone first when Jessie gets a leg cramp and then when they crash to the ground after delivering their motto. Although Sammy is concerned for their welfare, the others simply ignore them with barely a glance, severely diminishing what little threat they might’ve had in favour of the new villain, the reprehensible Iron-Masked Marauder. Although also allied with Team Rocket, this mysterious and egotistical foe has his own ambitions to overthrow Giovanni (Ed Paul) using Celebi’s time travelling powers. The Iron-Masked Marauder uses his custom-made Dark Balls to capture Pokémon and bend them to his will, favouring powerful Pokémon like Tyranitar that he turns “evil” and far more dangerous. Selfish, vindictive, and craving destruction, the Iron-Masked Marauder is about as one-dimensional a villain as you could ask for, lacking a true name and any motivation beyond power for the sake of power. Unlike Team Rocket, whose ambitious contraptions always fail them, the Iron-Masked Marauder helms a gigantic mechanical, spider-like walker and is so infamous and fearsome that Team Rocket are instantly besotted after witnessing his power. Bolstered by their newfound alliance, Team Rocket brazenly confront their enemies, backed up by the Iron-Masked Marauder’s formidable technology, which he uses to easily capture and corrupt Celebi and devastate the natural landscape. However, even Jessie, James, and Meowth are horrified when the dark Celebi twists the forest into a lumbering, kaiju-esque monstrosity and goes on a rampage, with the Iron-Masked Marauder at the helm and Jessie trapped within.
The Nitty-Gritty: While there are often themes regarding the power and misuse of nature in Pokémon, often with the titular creatures at the forefront of these issues, they’re particularly prevalent in Pokémon 4Ever. This wouldn’t be the first or last time we’d see a diminutive, innocent Pokémon used for evil or a natural landscape plundered by a ruthless villain, but it’s all the more potent here since Celebi effectively “speaks” for nature itself, and represents its carefree spirit with its cheery demeanour. Thus, while it futilely lashes out with vines to protect itself, Celebi is by far the weakest and most vulnerable of the Legendary Pokémon seen so far; it’s entirely dependent on anonymity, the kindness of others, and the healing power of the Lake of Life, meaning it’s easily overwhelmed by the Iron-Masked Marauder’s Tyranitar. Paradoxically, Celebi is also one of the most powerful Legendary Pokémon because it can travel through time. This aspect is only really a small part of the movie, featuring as a local legend, Celebi’s signature ability, and a means to displace Sammy from time. However, this also introduces an interesting wrinkle in that this version of the movie explicitly reveals that Sammy is a young Professor Oak, suggesting Professor Oak favoured Ash because of the friendship they built as children and that his PokéDex came from his love of drawing the Pokémon he encountered as a boy. Most of Pokémon4Ever takes place in a dense forest that is home to a shrine and the fabled Lake of Life, a healing water where Celebi is said to flourish. CGI is used to give the forest depth and speed to make Celebi’s flying more exciting, but the film is undeniably more like a longer episode of the anime with a greater budget and lacks the cinematic punch seen in the first two movies, despite some attempts to establish atmosphere with waterfalls and a dense fog.
Celebi is revived, the Marauder is defeated, and the forest is saved through the power of teamwork.
While CGI works for the various battles, sweeping scenes, and background elements of the movie, it falls completely short when bringing the corrupted Celebi’s forest-dragon form to life. A swirling mess of twigs and branches, this ugly monstrosity looks more like a heap of hideous wet autumnal grass than anything remotely intimidating, no matter how many mouth lasers it spits out. Due to its more whimsical nature, Pokémon 4Ever is surprisingly light on battles; much of the film is focused on Ash, Sammy, and Celebi’s friendship, so Misty and their newfound friends have little to do but offer support, though Brock does have his Onix (Unknown) help Suicune deal with Tyranitar. Consequently, battles are very brief due to the Iron-Masked Marauder’s corrupted Pokémon being so much more powerful and requiring either a bit of thought or a greater power to topple. Despite this, the forest is badly ravaged; although Ash and Sammy bring Celebi to its senses, the effort of it destroying its draconian body proves fatal and the Lake of Life is unable to revive it due to the damage caused by the battle. Luckily (and conveniently), Suicune is on hand to purify the lake, restoring it to full vitality and, after a brief period of doubt (Ash trying to force feed the shrivelled Celebi berries is particularly heart-breaking), Celebi as well. Following a victory lap with its kin, Celebi repays the favour when he plummets to the ground after dispatching the vengeful Iron-Masked Marauder, who’s left dishevelled, unmasked, and helpless to the mercy of the locals and wild Pokémon. With the forest restored, Suicune impassively departs and a grateful Celebi transports Sammy back to the past following a heartfelt farewell to his new friends. Although Ash is happy to see his friend returned home, he can’t help be sad but, when he shares the news of his adventure with Professor Oak, we learn that his promise to see Sammy again came true as the boy grew up to become his wise and friendly mentor.
The Summary: I’ve made no secret about my love for the second generation of Pokémon; the Johto games remain my favourite in the entire franchise and a huge reason for that is both the simplicity of Pokémon and its popularity at the time. However, as much as I enjoy these games and this time in the franchise, even I have to admit that the Johto movies suffered from the law of diminishing returns; rather than getting bigger and more grandiose, the third and fourth movies opted for smaller, more interpersonal tales, which is fine but I wonder if children really watch Pokémon for this sort of content. Celebi is cute, for sure, and it makes a change to see a Legendary Pokémon onscreen that isn’t a rampaging powerhouse, but there’s not a lot of substance to Pokémon 4Ever to really keep me engaged. I appreciate the attempt to tell a more whimsical and carefree story, one that makes you re-evaluate Ash’s relationship with Professor Oak, but I can’t help but be disappointed with the execution. Perhaps if it had been done a little differently, like having the Iron-Masked Marauder commanding corrupted versions of the Legendary Beasts and Ash teaming up with Ho-Oh instead (or alongside Celebi). I think what fundamentally lets Pokémon4Ever down is the lack of cinematic punch; as much as I love the soundtrack from Mewtwo Strikes Back, it’s a little cheap to recycle elements of its score, the opening titles are lazy and boring, and the lack of exciting battles or visually interesting CGI makes this easily one of the most forgettable Pokémon movies. There are no lessons on offer here that kids couldn’t learn from better animated movies or the Pokémon anime, which taught the same lessons about friendship and respecting nature and freedom on a regular basis, and even the allure of the elusive Celebi can’t save this one from being a disappointment.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Pokémon 4Ever? What did you think to the choice to craft a more low-key, whimsical story? Did you like the depiction of Celebi and the friendship between it, Ash, and Sammy? What did you think to the Iron-Masked Marauder as the main antagonist and his corruption of other Pokémon? Were you disappointed that the Legendary Beasts were split up across the movies and specials? Which Pokémon game, generation, and creature is your favourite and why? How did you celebrate National Pokémon Day this year? Whatever your thoughts, drop them in the comments below or on my social media and be sure to check out my other Pokémon content.
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