Game Corner [Mario Month]: Super Mario World (Nintendo Switch)


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 of Super Mario Bros. (Nintendo EAD, 1985). Despite its bizarre development, Super Mario Bros. 2 (Nintendo R&D4, 1986) was also a highly praised best-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 widespread critical acclaim 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!

Game Corner [Mario Month]: Super Mario Advance 4: Super Mario Bros. 3 (Game Boy Advance)


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 of Super 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 praised best-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 universally praised 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 boss battles, 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!

Game Corner [Mario Month]: Super Mario Bros.: The Lost Levels (Nintendo Switch)


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 of Super 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 acclaimed best-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!

Game Corner [Mario Month]: Super Mario Bros. 2 (Nintendo Switch)


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 of Super 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!

Game Corner [PokéMonth]: Pokémon: Let’s Go, Eevee! (Nintendo Switch)


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-length movies 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 intended my 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 other Pokémon 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.

Game Corner [Zelda Month]: The Legend of Zelda: Oracle of Ages / Oracle of Seasons (Nintendo Switch)


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 acclaimed best-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 by Zelda 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!

Game Corner [Zelda Month]: The Legend of Zelda: A Link to the Past (Nintendo Switch)


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: 5 September 2019
Originally Released: 21 November 1991
Developer: Nintendo
Original Developer: Nintendo EAD
Also Available For: Game Boy Advance, Nintendo 3DS (Virtual Console), Nintendo Wii, Nintendo Wii U, Satellaview, Super Nintendo Entertainment System (SNES) Classic Edition, SNES

The Background:
Created by designer Shigeru Miyamoto, The Legend of Zelda was purposely designed to emphasise exploration and experimentation, with Miyamoto drawing inspiration from his childhood love of exploring forests and caves. The game was a massive success for Nintendo, selling well over 6.5 million copies and being widely regarded as one of the greatest adventure game of all time. Miyamoto followed this breakout hit with a decidedly different experience; Zelda II: The Adventure of Link (Nintendo R&D4, 1987) remains one of the franchise’s more divisive titles for ditching the top-down perspective in favour of traditional 2D sidescrolling sections, incorporating a level-up mechanic, and its unreasonable difficulty spikes that saw even Miyamoto express regret over the game’s execution, which was simply hampered by the hardware of the time. Though the game sold well and was met with positive reviews, and is often seen as being ahead of its time, Miyamoto returned to the top-down perspective for the third entry, which he initially planned to include a party of protagonists and which was developed to showcase the power of Nintendo’s new 16-bit console. Utilising a 8 Mbit cartridge as opposed to the usual 4 Mbit allowed A Link to the Past to be the largest and most detailed Zelda adventure yet; graphical decompression and clever use of overlays allowed the game to include two worlds, the bright and vibrant Hyrule and its far more desolate (and game-changing) Dark World counterpart, resulting in what many have deemed to be the greatest Legend of Zelda game of all time. This was reflected upon the game’s release, with it becoming a best-selling SNES title and being accompanied by overwhelmingly positive reviews. Not only was A Link to the Past host to one of gaming’s most obscure Easter Eggs, adapted into both a comic book and a manga, and eventually followed by a direct sequel, it was ported to the Game Boy Advance alongside some additional gameplay mechanics and elements and made available on numerous later Nintendo consoles for new generations to play.

The Plot:
A young apprentice named Link takes up his uncle’s sword and shield to rescue Princess Zelda from the clutches to the malevolent sorcerer Agahnim. However, Agahnim is merely a pawn of the King of Evil, Ganon, who imprisons seven maidens in the Dark World, a dimension of evil and chaos, into which Link must venture to restore peace to Hyrule.

Gameplay:
The Legend of Zelda: A Link to the Past is a top-down adventure game in which players once again assume the role of Link, a young boy in a green tunic whom they can now rename from the file selection screen in order to personalise their quest. In many ways, the game is an expanded and enhanced remake of the original Legend of Zelda and follows many of the same gameplay tropes, but also brought them to life in ways that would come to define the franchise for decades. The game employs a simple control scheme, with Link enjoying a greater freedom of movement compared to the Nintendo Entertainment System (NES) releases thanks to the SNES’s hardware; in this version of the game, you can control Link with either the left stick or the directional buttons, which offers even more freedom of movement. There are multiple functions tied to the A button; it allows you to grab and throw objects (bushes, pots, rocks, bombs, and so forth), open chests to acquire new items and keys, advance dialogue boxes and, later, you can hold it down to charge up a running dash when you get your hands on the Pegasus Shoes. Once you acquire your uncle’s sword and shield, B allows you to attack enemies with slashes; holding down B will charge Link’s patented Spin Attack to defeat multiple enemies at once and, when you later upgrade to the fabled Master Sword, your sword will shoot out a swirling energy projectile when you’re at full health. Link’s shield is automatically equipped and will defend against most projectiles, but you’ll need to upgrade it to fend off later energy attacks. The Y button allows you to use an equipped item; you’ll find and acquire many different items from chests and helpful non-playable characters (NPCs) and you can equip them using the ‘Start’ button. These range from familiar weapons like the boomerang, bow and arrows, and bombs, to items that drain your magic meter (including magic powder, the lantern, and the elemental rods) and consumables stored in bottles. As is often the case, Link cannot jump; he can drop down from ledges or through holes and climb up ladders and staircases but you won’t be performing any mid-air attacks here. The Pegasus Shoes do allow you to blast yourself over some gaps, however, but mostly you’ll be relying on the hookshot, magic platforms, and various other means to progress. As Hyrule is bigger than ever, this means a great deal of backtracking, exploration, and trial and error; often, areas will be blocked off by larger rocks, bodies of water, or even ancient texts or the use of powerful magic medallions.

Link embarks on his biggest adventure yet, solving puzzles and acquiring new items to progress.

Link’s quest will take him all across Hyrule, which you can view at any time with the X button; story-specific locations are indicated on this map but you’ll need to converse with NPCs and pay attention to signs and dialogue to work out where you need to go. There’s a degree of freedom here but the game’s dungeons are best conquered in numerical order so you have all the tools you need to progress; there’s nothing worse than venturing all the way to the swamp to find you need the Book of Muldora to read the ancient text and open up the dungeon, or making it all the way to the top of Death Mountain without the Quake Medallion. Thankfully, you can later acquire a flute to fast travel across the map and make use of the Zora Flippers to warp to various points using whirlpools, but it can be difficult figuring out where you need to go and what you need to do. To start with, you’ll need to travel to three dungeons and acquire three magical pendants in order to rescue Princess Zelda. This offers a taste of A Link to the Past’s formula and sees you venturing into hazardous dungeons, acquiring new items in each along with a map and compass to help you navigate via a grid-like map on the menu screen, and defeating a boss. Dungeons are typically maze-like, growing more complex and involved as the game progresses, and contain many puzzles that you’ll soon become familiar with: you’ll be pulling levers, defeating all enemies, and stepping on switches to open doors or spawn chests containing keys, pushing blocks, activating crystal switches to raise and lower coloured blocks, struggling on ice and moving platforms and paths, dodging fireballs, running across narrow paths as they collapse beneath you, lighting torches, and blowing up weak walls to find new areas. When in dungeons, you can find special tiles to converse with the wise Sahasrahla for hints, but mostly you have to figure out what you’re doing on your own, which can quickly become very tough; it’s easy to end up wandering around aimlessly, taking out the respawning enemies and searching every nook and cranny to try and progress. Some dungeons require you to venture outside and change something on the overworld in order to progress, such as opening a dam, navigating a haunted forest, or using your magical medallions. Others see you dropping through or pushing blocks down specific holes to reach chests, warping around on tiles, escorting NPCs, blasting across lava pits through pipes, creating your own platforms with a magic wand, avoiding various spiked hazards, and lighting up dark areas with your lantern or by blowing up cracked floor tiles.

Link travels to the desolate Dark World to free the seven maidens and confront Ganon.

Just reaching the dungeons can be a quest in itself as you venture through caves, guide NPCs to safety, pay a cheeky monkey to open the way, buy a bigger bomb to blow open a wall, and figure out the path through the misty Lost Swords to retrieve the legendary Master Sword. Most prominent, however, is the presence of the Dark World; this ashen, nightmarish dimension is reached through warp tiles found across Hyrule and will render you defenceless without the aid of a special item. When in the Dark World, the map changes in various ways; not only are the enemies tougher, the overall atmosphere more ominous, and the land reduced to an apocalyptic hellscape, but certain paths are now blocked and alternative ones are opened up, and just navigating this hazardous landscape is made all the more difficult as a result (and the fact that you can’t use your flute to warp about). Link can return to Hyrule at any time using a Magic Mirror, which also leaves behind a sparkling warp point to quickly shunt back to the Dark World if necessary, and you’ll be jumping between these two worlds to solve puzzles, access new dungeons, and progress through the story. As the game progresses, things get noticeably tougher for Link; newer, more powerful enemies appear on the map and the dungeons get longer and more complicated, though you can pay a fortune teller to point you in the right direction. You can also find fairy fountains to replenish your health (but not your magic), acquire Heart Pieces and Heart Containers to extend and refill your health, and purchase various useful items from shops or from NPCs using Rupees, Hyrule’s traditional currency. Be sure to save your game often; you’ll be returned to the title screen and won’t restart at full health, but this allows you to pick from various starting points, which can make getting around easier. There are also some distractions on offer to help break things up, such as a time trial race, a shooting gallery, a chest opening game, and numerous hidden rooms; often, these award Rupees and Heart Pieces, but you’ll occasionally encounter NPCs in need of assistance who will bestow you with a new item or upgrade your existing ones (though often at a price).

Graphics and Sound:  
Without a doubt, A Link to the Past is the finest 2D Zelda experience on offer. The first game was ambitious but painfully limited in its visuals, but this isn’t an issue here thanks to the SNES’s greater power. The game absolutely pops with colour and variety; parts of Hyrule are often overcast by raging thunder and rainstorms, each compass point of the map feels distinct from the others while still being logically connected, and there’s an incredible amount of detail packed into every aspect of the game. No longer an obscure mish-mash of green and brown pixels, Link is an expressive and colourful sprite; he doesn’t have any idle animations but he strains with effort when pushing and pulling rocks, sports a mop of red hair, holds up items and his sword in triumph, collapses comically in defeat, flashes his skeleton when he’s electrocuted, and the Game Boy Advance port even includes sound bites from his 3D adventures. The game’s NPCs are also far more varied and lively; inhabitants of Kakariko Village will scream and run into their houses, alerting the guards when you’re near, a lazy thief naps outside the swamp, a mysterious flute boy plays for an audience of cute little woodland critters before vanishing, the blacksmith worries for the fate of his brother, two lumberjacks hack away at a tree at the foot of Death Mountain, and various fairies and sea-dwelling creatures await in caves and bodies of water. When in the Dark World, Link will be able to talk to more monstrous NPCs and is transformed into a strange, bunny-like creature devoid of weapons. When he acquires upgrades to his tunic, sword, and shield, Link’s sprites change colours so you can see this progression and even the game’s enemies exhibit a lot of personality, charging at you the moment they see you and hopping and stomping about the place.

Easily the most beautiful, varied, and detailed 2D Zelda game ever made.

Hyrule is larger, more varied, and more luscious than ever before; at the centre is Zelda’s Castle, a massive structure of stone and regality where Ganon’s forces constantly patrol. To the North looms Death Mountain, identified by its confusing network of dark caves and the constant barrage of falling boulders falling; to the East lies the Desert of Mystery, a scorching desert filled with cacti plants and ancient ruins; South is home to Lake Hylia, with Hyrule’s rivers eventually taking you to the outskirts of Zora’s Domain; and heading West will taking you to the murky swamps, the bustling Kakariko Village, and the misty and mysterious Lost Woods. You’ll be exploring and opening up new areas in each of these locations throughout the game, lifting rocks to discover hidden pathways, blasting open caves, and altering the landscape with your items and magic. Link enters many buildings on his quest, such as the church-like Sanctuary (and its network of rat-infested sewers), shops, and other homesteads, and will explore forests, a haunted graveyard, and caves. There are always enemies, NPCs, and other objects to encounter and interact with in every area but, when you travel to the Dark World, even the friendliest of areas becomes far more ominous as wrecked houses, rotting trees, and bones of titanic animals litter the landscape. Zelda’s Castle is replaced by a gigantic and foreboding Pyramid of Power, the bright and sunny sky replaced by an unsettling dusk (or raging thunderclouds around Death Mountain), and even Kakariko Village is replaced by the post-apocalyptic Village of Outcasts. Both the swamp and the Lost Woods become dangerous and haunted wastelands, Lake Hylia is transformed into a polluted sea home to a frozen temple, Ganon’s magically sealed tower looms atop Death Mountain, and the entire overworld takes on a dark, depressing colour palette to separate it from its livelier counterpart.

While dungeon interiors and gimmicks get recycled, the story is suitably epic and engaging.

Much of this visual variety doesn’t really translate to the game’s interior locations; caves are mostly the same, sometimes being darker, more maze-like, or requiring different items to bypass hazards and pits but mostly utilising the same sprites. The dungeons are generally distinguishable only by their different colour palettes and altered layouts, but there are some exceptions; the Eastern Palace sports bulbous cycloptic statues, the Tower of Hera features more vertical traversal and pits, the Dark Palace has ramps you need to propel yourself off with the Pegasus Shoes, you’ll lose a lot of traction in the Ice Palace and need to open floodgates to traverse the Swamp Palace, find yourself heading outside to reach new areas of the Skull Woods, and will navigate a series of platforms in the cavernous Turtle Rock. All the puzzles, gimmicks, and most of the enemies you’ve encountered will be recycled in each dungeon, especially the final one, Ganon’s Tower, a perverted mirror of Zelda’s Castle that features a veritable gauntlet against everything you’ve encountered previously. As visually impressive as the game is, the music is equally memorable; things start out dark and ominous but the iconic Legend of Zelda theme kicks in triumphantly once you bring Princess Zelda to Sanctuary and will accompany you on the overworld from then on. Dungeons and boss battles are punctuated by suitable menacing overtures, victorious symphonies play whenever you conquer a dungeon or acquire a new item, and more calming, even melancholic melodies play whenever the story is being related through dialogue. The game’s few cutscenes are rendered entirely using the in-game sprites and graphics, with simply dialogue boxes being the order of the day, but there are some impressive instances of layering (paths, bridges, and walkways overlapping with lower areas), weather effects (lightning, rain, clouds, even a brief drought), parallax scrolling (particularly when at the peak of Death Mountain), and even a 3D effect to render the legendary Triforce onscreen.

Enemies and Bosses:
The forces of darkness are many and varied throughout Hyrule; Link will have to fend off smaller, weaker enemies like bat-like Keese, snake-like Ropes, crows, rats, crabs, and even killer bees if he disturbs the wrong tree with his Pegasus Shoes. River Zoras pop up from the various streams around the map to spit projectiles at you, thieves steal your ammo, Rupees, and even your weapons, Buzz Blobs will electrocute you if struck with your sword, and you can’t even attack the chicken-like Cuccos without facing harsh retribution. Hyrule is filled with strange monsters, too, such as the spider-like Tektites, Goomba-like Deadrocks (which turn to stone when struck), annoying Anti-Fairies that bounce around and reduce your magic and your health on contact, Armos Knights that tremble to life and bounce around when you touch them, and helmeted enemies that have an annoying tendency to send you ricocheting down pits. Ganon’s forces are far more dangerous and versatile, however; his knights come in various different colours and sporting various weapons, from swords, spears, bows and arrows, bombs, and even chained maces. Octoroks wander about spitting rocks at you, their balloon-like counterparts explode when hit, Wizzrobes teleport about firing energy waves, Beamos statues blast you with a high-powered laser beam, pig-like Moblins attack with spears, and you’ll find more than a few hulking, bomb-tossing Hinox in the Dark World. Ganon’s Tower is guarded by the tough Lynels, centaur-like creatures that spit fireballs at you and require an upgraded sword to defeat; Pikkus and Goriyas also prove troublesome as they mirror your movements, while Eyegroes are best defeated with your arrows. Stalfos and Gibdos are also quite common, with the former jumping about or throwing bones at you and the latter proving almost as difficult to dispatch as the Freezors and Geldman unless you utilise your elemental rods. You should also watch for Wallmasters dropping from above to return you to the dungeon entrance, indestructible Chain Chomps, and the dragon-like Zazaks.

The first four bosses return in Ganon’s Tower with slight variations to make them tougher.

By far the most intimidating of Ganon’s regular enemies, however, are the Stalfos Knights; unlike other Zelda games, A Link to the Past doesn’t contain any mini bosses but these large, sword-wielding skeletons almost fit the bill. However, they’re easily reduced to a pile of bones with a swipe of your sword and dropping a bomb on their remains will finish them off before they can reform to pester you again. Your quest will see you battling twelve mammoth bosses, with four of them being encountered again in the gruelling gauntlet that is Ganon’s Tower. The first boss you’ll face is actually six large Armos Knights; they’ll bounce around in a circle, expanding and constricting and charging at you, but you can make short work of them using the bow and arrows as opposed to even your upgraded Master Sword, though the fight is made tricker in Ganon’s Tower thanks to the ice covering the floor. Next, you’ll face three Lanmola, giant worms that burst from the sand and send small rocks flying your way; as long as you avoid these projectiles, and their writhing bodies, they’re pretty easy to defeat, especially if you use the Ice Rod, though you’ll also need to watch for a fireball-spitting statue when facing them in Ganon’s Tower. The last Pendant is defended by Moldorm, a large, strange worm-like creature that slithers erratically around a small platform. Its only weak point is its tail and Link will bounce back, most likely down to a lower floor, if he attacks any other part of the creature; though the surface area of the rematch against Moldorm is even smaller in Ganon’s Castle, this fight is a joke with the fully powered-up Master Sword. Once you have all three Pendants of Virtue, you can confront the dark wizard Agahnim in Hyrule Castle; Agahnim cannot be attacked directly with any of your weapons, instead you need to deflect his projectiles back at him much like boss battles in later Zelda games. Agahnim will teleport around the enclosed arena and charge up a projectile, but you can only hit the large, flaming ones back at him and these can sometimes go off course; when you face him again in Ganon’s Tower, he duplicates himself to make things tougher, but it can actually speed things up as you potentially get three shots to reflect back at him.

The difficulty of bosses varies wildly, with some being pushovers and others proving more troublesome.

After being sent to the Dark World, Link must defeat seven more bosses before having a final showdown with Ganon. First up is the gigantic Helmasaur King, a dragon-like creature whose weak spot is initially hidden behind a mask. Using the Magic Hammer, Link can break and eventually destroy this mask to target the Helmasaur King’s glowing weak spot with either his sword or arrows, but players will need to watch out for the creature’s extendable spiked tail and the fireballs it spits from its mouth. Though visually less intimidating, Arrghus is a slightly more laborious boss; Link must use his hookshot to extract and destroy the individual Arrgi protecting this jellyfish-like creature until Arrghus is fully exposed, after which it tries to crush Link and moves erratically around the room, being vulnerable only upon landing but causing splash damage if you’re not careful. Mothula awaits in the Skull Woods and is perhaps the most difficult boss so far thanks to its crazed movements making it best to use the magic-consuming Fire Rod, the moving floor sending you into the spiked hazards surrounding the arena (which also move at you), and the creature itself both trying to ram you and firing lasers, though you can make things easier if you have a Golden Bee in a bottle as this will attack the boss and allow you to focus on avoiding damage. You’ll battle Blind the Thief in Gargoyle’s Domain only after exposed an NPC you’ve rescued into the light and revealing her to be this demonic former thief in disguise. Blind hovers about shooting lasers and can only be damaged by hitting his head; eventually, his shroud drops and he sends his head floating around the arena to blast at you independently from his body, which sprouts another head for up to three times the danger, but it’s not especially difficult to avoid these heads and the fight’s all the easier since you don’t need to make use of the dungeon’s weapon to defeat Blind.

Trinexx was the only Dark World boss who caused me trouble, and you’ll only fight Dark Link on the GBA.

This isn’t quite true of Kholdstare, a bulbous eye that you must first free from its block of ice using either the Fire Rod or the Bombos Medallion while avoiding the blocks of ice it drops from above. Once freed, Kholdstare splits into three and just kind of wanders about doing nothing, making it a ridiculously easy boss. Vitreous provides a bit more of a challenge; another eye-themed boss, this glaring monster sits in a puddle of swamp water and is protected by several smaller eyeballs, which it also uses as projectiles. The sword, bow, and hookshot are all useful here but you need to watch out for the erratic bolts of lightning Vitreous will occasionally send your way; once all the smaller eyes are gone, Vitreous resorts to bouncing around in a temper tantrum, leaving it vulnerable. If you venture into Turtle Rock without some green potion or, at the very least, having awoken the Mad Batter to reduce your magic consumption, Trinexx can prove to be especially difficult. This massive rock-like dragon sports three heads: a red one the breathes fire, a blue one that freezes the ground and ruins your traction, and a stone one that extends at you. You need to use the Fire Rod on the red head and the Ice Rod on the blue head, but don’t just fire away willy-nilly; time your attack to hit and stun the head and then switch to you sword because you’ll have no way of damaging either head if you run out of magic. Once these two heads are destroyed, Trinexx dramatically (and explosively) changes into a snake-like form, frantically slithering about but easily finished off by swiping its glowing middle section. If you’re playing the Game Boy Advance version of the game, you can also tackle the optional Palace of the Four Sword dungeon, where four dark variations of Link reside; each one is battled separately and showcases many of the same attacks and abilities as Link, such as his Pegasus Shoes and Magic Cape, while also unleashing their own versions of the Spin Attack and even a jumping strike. Blind, Mothula, the Helmasaur King, and Arrghus are also battled again in this dungeon, which rewards Link with the Four Sword.

Ganon is unquestionably the toughest boss in the game and will put your skills and patience to the limit.

Regardless of which version of A Link to the Past you’re playing, your adventure culminates in the hardest and longest dungeon of the game, Ganon’s Tower. Here, many of the game’s enemies and almost all the hazards and gimmicks you’ve encountered are recycled, with some of the toughest enemies attacking in large groups and you being forced to battle the first four bosses again with slightly different variations to each. It’s absolutely essential that you fully upgrade the Master Sword and your bow and arrows before tackling this dungeon, as it leads directly into the final confrontation with Ganon and you’ll need the Silver Arrows to finish him off. Assuming his monstrous pig form, Ganon awaits in the Pyramid of Power and is easily the game’s hardest and most laborious boss and will put all of your skills to the test. Make sure you’re swiping as soon as you drop into the arena to land a couple of free shots on him while he’s gloating, then avoid his trident when he tosses it at you; Ganon is invulnerable and intangible when teleporting but is open to a few good hits before he throws his trident so make sure you get them in while you can. The second phase greatly increases the difficulty; Ganon will surround himself with tiny flames that he transforms into indestructible bats to use as projectiles, making it very difficult to get close and land a hit. In the third phase, these bats leave a circle of fire around Ganon, who stomps about and destroys the tiles lining the outside of the room. After a few more hits, Ganon will extinguish the two torches and become invisible as well as intangible; you must light both torches to expose his location, hit him with your sword, and then fire a Silver Arrow at him when he turns blue. Do this four times and the King of Evil will finally be defeated, restoring peace to Hyrule, but make no mistake this is a gruelling encounter; you’ll need all four bottles filled with a variety of restorative potions in order to best him, or make liberal use of the Switch’s save and rewind feature to get around his more erratic and frustrating attack patterns.

Power-Ups and Bonuses:
If you’re anything like me, you play your Legend of Zelda games constantly swiping at bushes, breaking pots, and defeating enemies to fill up your health, magic, ammo, and Rupees. Link can carry 999 Rupees, which is an easy enough limit to reach thanks to the many secret Rupee rooms and chests found all over the place, and can spend these on potions, ammo, shields, and other items in various shops. Some prices are higher than others, however; you’ll need to toss an extortionate amount of Rupees into the Lake of Happiness to increase the maximum number of arrows and bombs you can carry, and it’ll cost you a whopping 500 Rupees to acquire the Zora’s Flippers so you can swim, but tempering your sword is surprisingly cheap. Other times, you simply need to find hidden fairies or NPCs who will provide new items or upgrade existing weapons like your sword, bow, and boomerang for free or locate the Big Key and the large chest in each dungeon to acquire some nifty new gear. Link begins his journey with a regular sword but later embarks on a quest to acquire the legendary Master Sword, which boasts a higher attack power and a variation on the Sword Beam; this can then be tempered and finally magically upgraded into the far stronger Golden Sword. Similarly, his shield can be upgraded to defend against small fireballs and is later replaced by the Mirror Shield, which reflects laser bolts.

You’ll need to explore both worlds to uncover all the game’s weapons, items, and upgrades.

Many recognisable Zelda weapons and items are up for grabs here. Link can toss a boomerang as a ranged weapon, blow open walls with bombs, shoot enemies from afar with his bow and arrows, and cross gaps with the hookshot (which, like the boomerang, can also pick up faraway items). Link can dash across the screen and swim when he acquires the Pegasus Shoes and Zora Flippers, respectively, lift heaver objects with the Power Glove and Titan’s Mitt, call a bird to fast travel across Hyrule with the flute (more of an ocarina, really…), dig up items with a shovel, pound down certain blocks with the Magic Hammer, and capture bugs and restorative fairies with the bug-catching net (providing he has one, or all, of the four empty bottles). There are also many magical items available: the Bombos, Ether, and Quake Medallions cause the ground to explode, call down a lightning storm which also illuminates hidden paths, and unleash a shockwave, respectively, while the Cane of Byrna and Cane of Somaria protect Link with a magical barrier and spawn moveable blocks, respectively. The Magic Cape also renders you invisible and invincible for as long as you have it equipped and your magic meter lasts, and you’ll find both a blue and red mail that not only change Link’s sprite but also greatly reduce the amount of damage he takes.

Additional Features:
There’s a fair amount to do in A Link to the Past, though some Zelda staples are noticeably missing; there is no trading sequence here, no fishing game, and no collectibles to trade in for upgrades and other items. You can find items such as a mushroom and NPCs like the blacksmith’s brother to acquire new items, and will receive upgrades from fairy fountains and such, and there are four empty bottles to be discovered. These can be filled with coloured potions to restore your health and magic, fairies to resurrect you, and bugs to attack your enemies so they’re well worth tracking down. There are also twenty-four Heart Pieces scattered throughout Hyrule and the Dark World; every time you collect four, you’ll gain an extra heart of health and you’ll also get a whole new one for every boss you defeat, bringing Link’s health up to a maximum of twenty hearts. You can also reduce the amount of magic you use by half, are required to locate the Moon Pearl to freely move about in the Dark World, and can find hidden rooms (usually behind destructible walls) that yield Rupees and other goodies. You get three save files to play on and can take on Ganon as many times as you like after finishing the game, and hunt down any items and Heart Pieces you’ve missed, though there’s no second, harder adventure to unlock here. This version of the game also allows up to four save states and lets you rewind the game if you make a mistake, which is a godsend for some of the tougher areas, and the Game Boy Advance version of the game includes an optional dungeon, two additional quests that yield new items, and a multiplayer mode in which two to four players work together to solve puzzles and defeat bosses.

The Summary:
There’s a reason why The Legend of Zelda: A Link to the Past is so lauded within the Zelda community. It really was the greatest Zelda experience at the time, expanding upon the ambitious but limited first adventure and the aspiring attempt of the second game to be a more elaborate role-playing experience, and delivering the quintessential Legend of Zelda formula that was retained even when the series moved into 3D. A Link to the Past has long eluded me; growing up a SEGA kid, I wouldn’t get the chance to play it until I went out of my way to buy the Game Boy Advance port, which I was able to play through all the way to the final battle but never actually carried through to finish the game. The Nintendo Switch version offers gamers far more options to make this difficult adventure title a little easier thanks to the rewind function and save states, but this is still a title that refuses to hold your hand; the overworld is large and full of secrets, enemies, NPCs, and locations to explore, some of which are relevant and others you’ll have to come back to later when you have the right items. The presentation is absolutely top-notch; it’s a colourful, very detailed title that showcases the power of the SNES, with only a few moments of slowdown caused when there’s a little too much happening on the screen. The inclusion of the Dark World helps to keep things visually interesting, creating a distinct atmospheric vibe between the vibrant Hyrule and its desolate dark counterpart. The dungeons are a little too samey and confusing at times, some of the bosses were a bit disappointing, and it was lacking a few of the more prominent side quests and distractions that made later Zelda games so much fun to revisit, but I loved the sheer amount of detail packed into every aspect of the game. I didn’t grow up with A Link to the Past so I can’t say it’s my favourite of the classic Zelda games, but after finally playing it all the way through and really experiencing everything it has to offer, it definitely belongs in the top five of all-time Zelda greats and it’s obvious to me that this game alone fully justified the purchase of a SNES back in the day as it’s a fantastic showcase of everything that console was capable of.

My Rating:

Rating: 5 out of 5.

Fantastic

Was The Legend of Zelda: A Link to the Past a part of your SNES library back in the day? If not, when did you first play the game and how do you think it compares to other Zelda titles, particularly the two that came before it? What did you think to the introduction of the Dark World and Link’s quest to rescue the seven maidens? Which of the dungeons, bosses, and weapons was your favourite? What did you think to the visual presentation of the game, and would you say that A Link to the Past is the best 2D Zelda title? Did you ever find all of the Heart Pieces and fully upgrade Link’s arsenal? How are you celebrating the franchise today? Whatever your thoughts on A Link to the Past, leave a comment below or share them on my social media.

Game Corner [PokéMonth]: Pokkén Tournament DX (Nintendo Switch)


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’ve expanded to an entire month of Pokémon every Tuesday in February.


Released: September 2017
Originally Released: 16 July 2015
Developer: Game Freak
Also Available For: Arcade and Nintendo Wii U (Original Release)

The Background:
Ever since it was brought over from Japan, the Pokémon franchise has been all about spin-offs and ancillary media; the first generation of videogames and tie-in merchandise ensured that Pokémon was an instant cultural phenomenon, taking playgrounds by storm through the games themselves, the trading cards, stickers, magazines, and toys galore. It didn’t take long at all for spin-off videogames to be produced alongside the main series; we got a videogame of the aforementioned trading card game, some pinball and puzzle games, and even a much-loved on-rails photography videogame. Although battling is very much at the heart of the Pokémon series, the closest it came to being featured in a one-on-one fighter was the inclusion of Pokémon characters in the Super Smash Bros. series (Various, 1999 to 2018) until Pokémon Company CEO Tsunekazu Ishihara brainstormed new ideas for the franchise with Tekken (Various, 1994 to 2018) producer Katsuhiro Harada and Soulcalibur (Bandai Namco Studios, 1995 to 2018) producer Masaaki Hoshino. While Ishihara wanted mainly Fighting-type Pokémon featured in the game, Hoshino pushed for more variety amongst the playable fighters, and the game was initially released as a somewhat unpopular and unprofitable arcade fighter before being ported to the Wii U, where it was received much more favourably. An enhanced port was then released for the Nintendo Switch a few years later; this new version of the game included all the previous downloadable content (DLC) and was also met with largely positive reviews.

The Plot:
The player’s created character aspires to reach the top of the Ferrum League alongside their partner Pokémon. However, the tournament is soon interrupted by a mysterious and violent Shadow Mewtwo, which has been corrupted by a strange phenomenon in which Gaia, the energy that allows Synergy Stones to bond the humans and Pokémon in Ferrum, is draining away.

Gameplay:
Pokkén Tournament DX is a 3D fighter in which players customise a 2D avatar and synch up with one of twenty-one different partner Pokémon using a “Synergy Stone” to not just command them to battle as in the mainline games, but effectively battle as the Pokémon in what basically amounts to a series of never-ending battles in different towns across the Ferrum region in the appropriately named Ferrum League. Unlike in the mainline Pokémon games, you won’t actually be traversing an overworld map; instead, the Ferrum region is represented by a simple map screen where you can navigate to different towns, each of which allow for different options, such as initiating online battles, changing your game settings, customising your avatar and Pokémon, or partaking in the single-player story mode, or single or team-based battles. Before you jump into the story or an actual battle, your guide, Mia, strongly advises you to check out the game’s tutorial and this is heavily advised as well, though the game’s controls actually aren’t as complicated as the tutorials make you think (it doesn’t help that there are a lot of tutorials, with each aspect of battling being broken down into separate categories and sections).

Battles take place on two panes and your attack choices depend on what your opponent’s doing.

Still, the tutorials relate the basics of battle: X unleashes a strong attack while Y sends out a weaker or ranged attack, and mixing and matching these inputs (along with movements of the analogue stick or control buttons) will allow you to string together combo attacks to deal additional damage. B allows you to jump, and you can also attack in mid-air, while A performs one of a series of Pokémon-specific attacks, some of which can drain your hit points (HP) or inflict status ailments on your opponent. You can bring up your Pokémon’s attacks, special moves, and combos from the pause menu at any time, and even alter the controls to suit your specifications, but there really isn’t that much depth to the combat; I got along pretty well just using a standard series of combos and heavier attacks, but the tutorial also details how you can hold the R trigger to block, roll and dash out of harm’s way, and initiate a switch between the “Field Phase” and the “Duel Phase” using certain attacks, charging a “Piercing Attack”, or grabbing your opponent for a throw by pressing Y and B together. When in the Field Phase, you’re free to navigate the fighting arena, restricted only by the energy fields that surround you, and easily able to jump over, counter, or charge right through attacks. The Duel Phase switches to a 2.5D sideways perspective like a classic Tekken game and slightly alters the controls to accommodate this, allowing for low attacks and high-stance attacks to knock your opponent’s feet from under them or intercept an aerial attack. This makes fights more about getting up close and personal with your opponent, and you’ll quickly find yourself pummelled unless you counter incoming attacks with X and A or block against hem (though beware as you’ll get staggered if the opponent breaks your guard). Although Pokkén Tournament DX doesn’t include the usual Type-advantage where Water-types trump Fire-types and so forth (despite Mai claiming attacks to be “Super effective!” during battle), each Pokémon favours either power, speed, long-ranged attacks, or is a slightly more well-balanced fighter, and it also features variation of this in the “Attack Triangle” feature. This allows counter moves to trump normal attacks, grabs to win over counters, and normal attacks to fend off grabs, and successfully timing each attack based on what your opponent is doing will not only deal damage and potentially change the battle field, but also refill a small amount of your HP and fill up your “Synergy Gauge” and “Support Gauge”.

Burst Attacks and Support Pokémon can fundamentally change the course of a battle.

When your Synergy Gauge is full, you can press L and R together to enter “Burst Mode”, which will change your Pokémon’s appearance (generally to a Mega Evolution) and not only power-up their attacks but also allow you to pull off a devastating “Burst Attack” which unleashes their most powerful move against your opponent, though this can be blocked and even countered. Filling up the Support Gauge allows you to call in a temporary Support Pokémon; you’ll pick from a whole bunch of these before each battle, and they come in groups of two. While you unfortunately can’t mix and match these to create a customised support team for yourself, each Support Pokémon has their benefits; Support Pokémon will either attack your foe, disrupt them in some way (usually with status effects), or enhance your fighter, meaning you could get a temporary speed, power, or health buff or your opponent may become stunned or disorientated, and timing the use of a Support Pokémon is key to turning the tide in a battle. Battles are fought in a best-of-three format and, between rounds, you must switch to a different Support Pokémon, though you can assign “Cheers” to Mia that will boost your gauges in different ways and potentially allow you to summon a Support Pokémon automatically in the next round. While the Support Gauge fills over time, and you can pick up “Synergy Power” across the arena to boost both gauges, Pokkén Tournament DX definitely emphasises fast-paced, arcade-style action over any kind of patience as your battles are timed and your opponents quickly become very aggressive, though you can alter some of these settings in the options menu. While the tutorials make it seem like battles are quite complicated, they’re really not; I barely even used the block button, and found it annoying that the counter option wasn’t mapped to it as well. Consequently, I found it much easier to spam some ranged attacks at the start of a fight, hit a grab, and charge a Piercing Attack to pummel my opponents, landing a few character-specific attacks here and there (this was risky as I fought with Shadow Mewtwo, and a lot of its special attacks drained its HP) before finishing them off with a Burst Attack.

You’ll find yourself battling endlessly to clear the Ferrum League and complete the optional missions.

Mia claims that you need to learn about the different opponents and arenas but, again, you really don’t; you can best most opponents by attacking aggressively and, while Synergy Energy does spawn differently in each arena and they are either bigger or more enclosed, the fights quickly became very monotonous for me. This wasn’t helped by the success criteria for the single-player story, which sees you battling through the Ferrum League over a series of battles. You start at Rank D and must win a certain number of fights, either in single battles or by tackling five opponents in a row in League Matches, to increasing your standing in the rank. Once you’ve won enough fights, you’ll enter an eight-man tournament, which you must win to face the League Master in a “Promotion Test”. Win that battle and you’ll move on to the next rank to do it all over again, battling more and more opponents to qualify for more fights and finding your foes becoming faster and more aggressive with each Rank. After every fight, win or lose, you’ll receive a star grading based on your performance; varying your attacks and ending with a Burst Attack flourish will score you more points and earn you more PokéGold, which buys clothing and outfits for your avatar and Mia. You’ll also earn experience points (XP) from each victory and loss; when you earn enough XP your Partner Pokémon will level-up and you’ll earn Skill Points that you can use to upgrade their attack, defence, the speed their gauges charge, and how long their gauge effects will last when triggered. Each Rank also comes with some missions for you to complete; these generally involve winning a certain number of battles, winning in a certain way or using a certain number of specific attacks, and summoning specific Support Pokémon a set number of times. With enough victories, you’ll be given one Bonus Key per mission board to automatically complete a mission, and successfully completing them all will complete a picture puzzle, net you additional PokéGold and titles and clothing for your avatar, and will load up another board with more missions to complete. If single battles start to wear thin for you (and, trust me, they will), you can take part in team battles from the main map. This sees you pick a team of three Pokémon to battle against another team of three in an elimination battle; the damage you take and the amount your gauge is full carries over between rounds, but you can still set your Support Pokémon between each round. Sadly, these battles don’t ever appear in the main story, meaning there’s little incentive to deviate from your chosen Partner Pokémon as that’s the easiest way to stay strong enough to compete with the higher Ranked matches.

Graphics and Sound:
While it lacks some of the more memorable tunes seen in the mainline games, Pokkén Tournament DX makes a great first impression with a spectacular CG opening sequence; sadly, such cinematics are few and far between during the bulk of the game. They’ll pop up here and there, but the majority of the game’s story is told using 2D avatars that barely move and using text and dialogue boxes rather than cutscenes. This, as much as the pretty generic battle music, really lets the game down; I get that it’s just a standard arcade fighter, but a little bit more effort could’ve gone into the story and the presentation of the game outside of the main battles. Instead, the story is very secondary; occasionally, your opponents will talk smack to you before and after battles, Mia will chime in with some story-specific spiel to advance the narrative, and you’ll have to move to areas outside of the main overworld map to meet story objectives, but it’s all very cheap and not very becoming of a game that carries such a hefty price tag. Additionally, the map screen is as basic as it gets, and you’ll be absolutely bombarded with Mia’s “helpful” advice during battles unless you shut her off in the main settings.

The opening cutscene and in-battle graphics are where the game’s presentation really shines.

Once you actually get into a battle, things noticeably improve; all the game’s Pokémon are beautifully rendered in just the right balance between realistic and fantastical, very much in the same style as seen in Pokémon: Detective Pikachu (Letterman 2019). Pokémon have a number of different intro and outro animations, and these change depending on whether you’re in Burst Mode or not, and will take on different colours in mirror matches. Attacks are big, colourful, and eye-catching, with Pokémon like Sceptile, Gengar, and Charizard impressive with twisting vines, portal-based spectral fists, and plumes of fire, respectively. Also impactful are the Burst Attacks, which basically amount to a short cutscene when your Pokémon will unleash their most powerful attack, and this really helps to sell the danger of these moves so you definitely want to make sure that you unleash yours before your opponent does. Unfortunately, the arenas don’t fare anywhere near as well as the fighter’s character models; I barely even noticed any difference between each arena, even when inside a haunted house or on the deck of a ship with Magikarp flailing about. You can see buildings and other Pokémon in the background in almost every arena, but there’s really nothing much there to make them all that interesting; there are no stage hazards to worry about, no weapons to pick up, and the only things that really change between them are how restrictive they are and where the Synergy Energy spawns in. Thankfully, battles are generally too fast to really make this much of an issue but you’re forced to have so many fights that it’s hard not to notice that the areas are pretty bland and almost interchangeable.

Enemies and Bosses:
In true fighting game fashion, every single Pokémon you can select from will be your opponent at some point in the game. I would say that it pays to get to know what each Pokémon is capable of, but that’s not really that true; sure, Machamp is bigger and slower than, say, Lucario and will buff itself up rather than striking fast and using ranged attacks, and Croagunk is a sprightly little bastard who can whittle down your health pretty quickly with its lightning-fast attacks, but what works against one will generally work against all. There’s a decent array of Pokémon on offer here; while the absence of guys like Hitmonlee and Hitmanchan is questionable (and I don’t really get why we needed two Pikachu…), the inclusion of Suicune, Chandelure, and Darkrai helps to make the available roster very varied so it’s not all focused on Fighting-Type Pokémon. As mentioned, it is useful to take note of what your Pokémon can do; I stuck with Shadow Mewtwo the entire time, whose special attacks drained its HP, but some Pokémon are better attacking from a distance, so you need to be more aware of the field and where you are, while others need to be up close and personal to deal heavy damage. When battling them, though, a simple strategy of dodging, jumping, and keeping up the aggression until you can call in a Support Pokémon or hit your Burst Attack will win you the day more often than not, and the only time I really struggled with anything other than this was when I was trying to complete the different missions and had to hold back on my attacks as a result.

Alongside challenging the Ferrum League, you’ll also contend with the super powerful Shadow Mewtwo.

To advance up to the next Rank, you’ll need to best the League Master. While you’d think that these battles offer something different, they really don’t; League Masters will use Pokémon you’ve probably fought five or six times up to that point, and the only real difference is that they might be at a higher level, and thus have more HP or be more aggressive. After you best each League Master, however, the story will kick back in and you’ll have to battle Shadow Mewtwo; this thing is pretty much well beyond you for the majority of the story, boasting HP in the thousands and making short work of you. I think it might be possible to beat it early on, but I sure as hell couldn’t; in fact, I was barely able to eek out a victory when the story culminated in battling it head-on since it’s easily the toughest fight you’ll have in the story mode. Before you battle it, you’ll have to face three trainers in three new areas a bid to try and cure Mewtwo of its corruption, and these fights actually offer something different as you’re denied the use of Support Pokémon and/or your Synergy Gauge. When you finally battle Shadow Mewtwo for the last time, you must endure the first round without your Synergy Gauge and your Support Gauge will only fill up once Shadow Mewtwo is constantly in Burst Mode in this fight and you’re also denied the buffs Mia provides between rounds. In the second round, you’ll also enter a permanent Burst Mode but will only be able to use your Burst Attack once and there’s no Synergy Power to collect, meaning that these battles can be extremely gruelling as Shadow Mewtwo is a very fast, very aggressive foe who’s constantly coming at you and looking to land his Burst Attack.

Power-Ups and Bonuses:
Your primary power-up during a fight will by the Synergy Power that spawns in across the arenas; you’ll need to get in their quickly as your opponent can pick these up as well, and it means the difference between filling your gauges or being on the receiving end of their Burst Attacks. It’s a good job the game subjects you to endless battles as you’ll quickly see the benefits of applying Skill Points to your Partner Pokémon; I’m much more focused on attacking so I tended to boost the attack stat above the others, but lengthening the duration of your burst and speeding up your gauges can really help make the tougher battles a lot easier. Unfortunately, though, that’s about it; you don’t learn any new moves, you can’t assign different items or power-ups to your Pokémon, and just about the only other thing you have at your disposal are the Burst Attacks and Support Pokémon. Support Pokémon are a mixed bag; each one charges up at a different speed, and they each have positives and negatives, but it sucks that you can’t customise your own little support team and are stuck with what the game gives you.

Additional Features:
You might think battling through the main leagues will be the end of your journey here, but sadly it’s not. After you purge Shadow Mewtwo, two more unlock, with the last one full of the game’s toughest challenges. You can also revisit the Shadow Mewtwo stages from the story mode whenever you like to take on those unique gauge-less battles, return to each of the leagues you’ve already cleared to mop up any outstanding missions you have left, and you’ll even unlock a new arena to battle in after clearing the story. Throughout the course of the game, you’ll amass a great deal of PokéGold; unfortunately this is all spent on clothing and gear for your avatar and Mia rather than interesting stuff like new arenas or fighters. The clothing options are kind of limited, despite there being a decent variety and colour options, since you can’t mix and match them. New items unlock when you hit certain milestones or complete missions, and you’ll also unlock titles for your avatar and can assign them taunts. There’s an online battle mode, and daily challenges to complete as well, but there really isn’t anything all that fun to unlock. As if that wasn’t bad enough, this “DX” version of the game isn’t even complete as you need to shell out to purchase two more fighters, which also come with two more sets of Support Pokémon and outfits for Mia, which really soured me on the game as I expect a “DX” version to include everything available from the game.

The Summary:
I was really excited to get my hands on Pokkén Tournament DX; I’m not a big Tekken fan but the game looked and seemed really unique and exciting and I was hoping for a really fun brawler that did new things with the franchise. Technically, I got that: Pokkén Tournament DX is very similar to other 3D fighters you might find available as online-exclusive releases in that it has a minimalist approach to its interface and story and focuses on frantic, hard-hitting action with just enough bells and whistles to keep you interested. Unfortunately, it’s lacking in a lot of depth; the customisation, battle, and story options are extremely limited and it’s ultimately pointless earning all that PokéGold and those titles once you’re satisfied with your avatar. There’s also very little incentive to try out the other Pokémon as this actually puts you at a disadvantage due to the level-up mechanic; if the emphasis on the different fighting styles had been more prominent, and the story mode different depending on which Partner Pokémon you chose like other fighters, this might have encouraged experimentation but, for me, it really didn’t. Also, the game becomes very laborious very quickly; after about an hour, you’ve pretty much seen everything it has to offer and there’s very little to keep you engaged as it’s just battle after battle, with the same tactics triumphing 99% of the time, in bland arenas with an excitable girl bellowing annoying statements at you. While the game’s fighters look great and the presentation is pretty impressive at times (in battles and the rare CG cutscenes), the whole package feels very cheap and like it should have just been a budget digital-only title, making for an overall lacklustre experience that left me disappointed since I was expected a little but more (and definitely not expecting to have to pay for additional content!)

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Pokkén Tournament DX? If so, did you enjoy and where did you first play it? Which Pokémon was your go-to fighter, who was your favourite support duo, and which Pokémon was your least favourite? Did you enjoy the focus on continuous battling or did it grow tiresome for you, as well? What did you think to the plot involving Shadow Mewtwo and did you ever conquer all of the leagues? Would you like to see another game in this style sometime, and if so what improvements would you make? Which Pokémon spin-off is your favourite and why? How are you celebrating National Pokémon Day this month? Whatever your thoughts on Pokkén Tournament DX, share them below or comment on my social media and be sure to check out my other Pokémon content.

Game Corner [Zelda Month]: Zelda II: The Adventure of Link (Nintendo Switch)


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: 16 January 2019
Originally Released: 14 January 1987
Developer: Nintendo
Original Developer: Nintendo R&D4
Also Available For: Famicom Disk System, Game Boy Advance, GameCube, Nintendo 3DS (Virtual Console), Nintendo Entertainment System (NES), NES Classic Edition, Nintendo Wii, Nintendo Wii U

The Background:
The brainchild of designer Shigeru Miyamoto, The Legend of Zelda purposely emphasised exploration and experimentation based on Miyamoto’s childhood love of exploring forests and caves. Selling well over 6.5 million copies, the game was a massive success and has been widely recognised as one of the greatest adventure games ever made. A sequel was released the very next year, one that proved to be one of the more divisive titles in the franchise for abandoning almost all of the original’s gameplay mechanics, This, however, was Miyamoto’s intention all along; he assembled an all-new team for Zelda II and infused traditional role-playing game (RPG) mechanics with both the adventuring gameplay of the first game and the sidescrolling action of the likes of Super Mario Bros. (Nintendo R&D4, 1985) and CastleVania (Konami, 1986). Emphasising tactical combat, obscure dialogue, and levelling-up to improve your abilities, Zelda II was a stark contrast to the first game but, surprisingly, this didn’t impact its sales or reception at the time. The game sold nearly 4.40 million copies worldwide and was apparently met with positive reviews for its unique presentation, expansion of the formula, and challenging gameplay. However, while many consider it a hidden and underappreciated gem in the series, Zelda II retains a largely negative reception; interestingly, while Miyamoto returned to the familiar top-down formula for the far more successful sequel, Zelda II went on to influence the franchise’s larger narrative and jump to 3D. The game has been re-released multiple times, though never with any enhancements beyond save states and rewinds, to allow new generations of players to form their own opinions of this black sheep of the franchise,

The Plot:
After saving the kingdom of Hyrule, fated hero Link must embark on a new quest to awaken Princess Zelda’s slumbering ancestor by placing six crystals in six temples, all while contending with monstrous forces seeking to revive the Dark Lord, Ganon, using Link’s blood!

Gameplay:
Zelda II: The Adventure of Link is a 2D action/adventure game in which players assume the role of the titular green tunic-clad protagonist and journey across the fantasy land of Hyrule, which is divided into forests, deserts, caves, and towns, searching for six crystals to revive a sleeping princess. At first glance, things are somewhat similar to the last game; you’re given three save files which you can name (though this name isn’t reflected in the in-game dialogue) and dropped into the game world after a bit of story text for context. However, as soon as you take control of Link, the differences between the first and second games become immediately apparent; firstly, Link begins in Zelda’s throne room in a traditional sidescrolling format like Super Mario Bros. This comparison becomes increasingly apt as you play with the controls and progress through the game; pressing B or X will see Link swipe with his sword, unleashing his patented Sword Beam when at full health, while A jumps! Jumping?! In a Zelda game? Outrageous! Link can also crouch (though less to duck beneath projectiles and more to perform a low attack) and holds a shield that will defend against some incoming ranged and melee attacks, but that’s it for his options at the start of the game. As soon as you leave the throne room, the game suddenly switches to a top-down view, but one markedly different to that of the first game; rather than presenting an action-oriented overworld, Zelda II takes more inspiration from traditional RPGs like Final Fantasy (Square, 1987) this time, with a few interactable elements and swarms of random battles appearing on the map. 

Gameplay is now infused with RPG elements, placing more emphasis on interaction and combat.

Yes, as you move around the overworld, little black monsters will randomly appear and make a beeline for you; if you come into contact with them, you’ll be warped to a sidescrolling section where you’ll either have to battle past enemies, simply walk offscreen, hop between platforms and over hazards, or collect special items to exit to the overworld. The enemies you face are determined by the sprite that touches you, the area you’re in, and how far into the game you are; touching a Bot-like enemy usually puts simpler enemies in your path, but touching a larger monster will spawn a greater challenge. Sometimes, these sidescrolling sections are mandatory to progress; you’ll randomly be deposited into a lava-filled cave, onto a bridge swarming with Bago-Bagos, or into a haunted graveyard and will have to fight your way out to move on. Defeating enemies will usually (but, annoyingly, not always) award experience points (EXP); yes, like other RPGS, Link must now gain EXP to level-up and increase his attack, health, and magic, all of which is essential for overcoming the game’s more challenging enemies and bosses. Occasionally, you’ll find Point Bags (either out in the open or dropped by defeated enemies) which will give you an EXP boost, and conquering each of the game’s Palaces will automatically award you with a free level. Link can level-up to a maximum level of eight and you’ll be able to select whether its your health, magic, or attack that’s increased each time you level-up, but the amount of EXP you need to level-up increases each time so it’s definitely worth defeating as many enemies as you can and grabbing all the Point Bags you see to get stronger faster. If you were paying attention there, you’ll have seen I mentioned magic; Zelda II introduced magic to the franchise, though it’s used a little differently than you might think. Each town Link visits shelters a wise old man who will freely teach you a spell (though sometimes you need to perform tasks, such as talking to specific non-playable characters (NPCs) or jumping down chimneys, to reach the old man). Pressing + brings up your list of spells and displays how many points they cost to use; you can then press – to perform the spell, though you can only perform them in sidescrolling sections, and the effects will only last for as long as the screen you’re on. Spells range from reducing the damage you take to changing your Sword Beam into a fireball and increasing your jump height and they’re absolutely essential for clearing the game’s Palaces. 

Zelda II is frustratingly obtuse at times and features an inconsistent difficulty level.

The first game is notoriously obtuse, rarely giving you much guidance about where to go and what to do, and Zelda II tries to address this by placing more emphasis on interacting with NPCs but, unfortunately, mistranslations muddy the water and leave you either with nonsense vagaries or out-right lies. In each of the game’s towns, Link can talk to NPCs for “hints” or have his health and magic restored, though some NPCS are actually enemies in disguise! There are also times when you need to perform fetch quests or talk to specific NPCs to gain new items or access to new areas; it’s again all annoyingly vague so I’d recommend just cutting out the middleman and using a guide right from the start. All the walkthroughs and level-ups in the world can’t help you when it comes to the game’s difficulty, though; while Zelda II is light on puzzles, requiring little more than the acquisition of keys and the use of certain items on the overworld, its Palaces are often sprawling mazes filled with instant-death lava or water and frustrating enemies, many of whom either take multiple hits to defeat or can resist your Sword Beam, making it useless a lot of the time. While enemies won’t respawn screen to screen, some come in seemingly endless swarms, others are invisible or invincible without certain items or spells, and others are placed in cramped hallways, making attacking and avoiding their attacks extremely aggravating. Perhaps because he’s not used to hopping over platforms, Link’s momentum is a bit janky here, meaning it’s easy to slip or bounce into death pits, and he also flies back upon taking damage, easily costing you a life. Yes, Zelda II also uses a life system; you start with three lives and, when they’re drained, you’re given the option to save your game or continue, which will return you to North Castle or the start of the current Palace, respectively, reducing your current accumulated EXP to zero in the process. While I can just about forgive a lot of the game’s oddities, the combat is awful here; since many enemies block your Sword Beam, you’ll be relying on jumping slashes to attack them, and Link’s range of attacks is sadly limited even after he gains new sword abilities, meaning combat is often as much of a chore as the tricky platforming and insane difficulty spikes peppered throughout the game. 

Graphics and Sound:
Fundamentally, Zelda II is graphically superior to the last game; the sidescrolling sections allow for greater detail in the sprites, particularly Link, and more detailed backgrounds than in the last game. Depending on where you are, you’ll load into various different areas on the overworld, from swamps that restrict your walking speed, to forests and traditional caves. The game’s Palaces share the same Roman-inspired aesthetic, featuring bricks and columns and statues and elevators, but each has a different colour palette and utilises its labyrinthine nature in different ways, such as incorporating crumbling platforms, destructible or falling blocks, lava pits, hidden drops, or pits that lead to lower areas. While Link looks more impressive than in the last game, he has no idle poses and his animation frames are severely limited; his sprites change when you acquire new moves or utilise certain spells, but he’s still limited by the NES hardware so he’s little more than a clunky lug here. Indeed, Zelda II may have been a little too ambitious for the time as the game’s performance struggles noticeably when enemies swarm on the overworld and when there are multiple sprites onscreen in the sidescrolling sections. Sprite flickering, slowdown, and even some glitches are surprisingly commonplace, which is odd considering how well made the first game was and how simplistic so much of the game is. Zelda II even struggles in the various towns, when NPCs wander around, going in and out of houses, to say nothing of the haunted graveyards and hazardous bridges, and you’ll see a lot of sprite tearing and performance issues when battling against the game’s bosses, too. 

While the game is a graphical improvement, it’s perhaps too ambitious for the NES hardware.

On the plus side, Zelda II includes some chirpy and memorable tunes; the main Zelda theme is here, of course, and the main Palace and boss themes are fun little earworms (which is good as you’ll be hearing them again and again). Sound effects like Link’s Sword Beam and blocking projectiles and nice and clear, too, and there’s a decent amount of variety in the game’s locations, if not in the Palaces, which are very copy/paste even with their different colour schemes. Occasionally, you’ll find areas on the overworld where you need to use certain items, either manually (like the hammer and flute) or automatically (like the raft), and there are even some hidden paths and tiles that lead to Point Bags, Magic Jars, or upgrades to your health or magic bar.  Although Zelda II emphasises interacting with NPC, dialogue is extremely limited and littered with mistranslations; thankfully, you can simply hit B to skip dialogue without missing out on the benefits, such as having your health restored. Cutscenes are basically non-existent here; there’s a little animation on the title screen, some story text, and some flashing visuals when you defeat a boss, but that’s basically it until you reach the final Palace. Zelda II is one of the few Zelda games where series antagonist Ganon doesn’t appear at all (unless you lose all your lives and then he’ll taunt you from the Game Over screen) and it also doesn’t feature Link’s iconic secondary weapons like the boomerang or bow and arrow, meaning things get very basic and repetitive very quickly. 

Enemies and Bosses:
A wide variety of monstrous beings will dog Link’s progress in the game’s sidescrolling sections and Palaces, many of them new and unique to this game (as far as I can tell). We’ve got the standard bat-, bird-, snake-, spider-, and jelly-like cannon fodder that swoop, spit, and pounce about, annoying skeletal fish that leap out from water and spit projectiles, and ghostly eyeballs and floating heads that swarm the screen endlessly, bobbing about and decimating your health bar in seconds. It’s not long before you’re challenged by more frustrating enemies; Moblins, Iron Knuckles, Lizalfos, and Stalfos quickly become commonplace, defending against your Sword Beam and attacking with daggers, swords, maces, tridents, and even jump attacks. It can be difficult to land hits on them since you’re reliant on your jumping attacks and their projectiles can be incessant, making them frustrating encounters even when you’re at a higher level. This threat is escalated by the likes of the Doomknockers, Fokkas, Fokkerus, and various teleporting wizards; these guys will hop about, toss a barrage of axes or flames, and need the use of a spell in the latter’s case to even defeat. Toss in the barrage of damage sponge Bubbles, expendable Wosus, fireball-spitting statues, and worm-like creatures and it quickly becomes an uphill battle getting past even the simplest of areas as you have to avoid attacks or switch up your playstyle to overcome the enemies before you.  

The game’s enemies and bosses can be aggravating due to the clunky combat mechanics.

Seven crystals in seven Palaces means, you guessed it, eight bosses to overcome in Zelda II, including the game’s true final boss. This time around, the bosses all have a life bar, similar to the Mega Man series (Capcom, 1987 to present), and drop a key after being defeated, which unlocks the Palace exit. The first boss you encounter is the horse-headed Mazura, whose armour protects him from all your attacks and whose swinging mace will decimate you if it makes contact. Your best bet here is to avoid being backed into a corner and activate your Shield spell to reduce the damage you take since you’ll need to use jumping slashes to hit his only weak point, his head. You’ll use these same tactics against the second boss, Jermafenser, a massive armour-clad knight whose head will detach after a few hits! However, Jermafenser is a bit of a joke; your shield will block his projectiles and, by this point, you should have the downward thrust, which makes short work of him, meaning the journey through Death Mountain and battles against the aggravating Dairas is more of a challenge! The third boss you encounter, Rebonack, is essentially a blue Iron Knuckle on a mechanical horse. He’ll charge across the screen and try to skewer you with his lance, meaning you need to time a downward thrust to rob him of his steed, after which you simply need to block, jump, or duck to defend against his barrage of daggers and attack his head as you would a normal Iron Knuckle. What makes Rebonack unique, though, is that you battle him again later in the game as he appears twice more as a mini boss in Three-Rock Palace, though he’s even easier in these encounters since you’re more powerful at that point. When you reach the Great Palace, you’ll also encounter another mini boss-like enemy, a Giant Bot that splits into several regular Bots upon being hit and slows the game to a crawl as a result. 

Many bosses are surprisingly disappointing and nowhere as challenging as the journey to them.

Journeying through Maze Island Palace will see Link clash with the wizard-like Carock, which is essentially a larger Wizzrobe variant. Because of this, battling it is extremely easy as you can simply activate the Reflect spell and crouch down in a corner; Carock will teleport about firing energy waves at you, but Reflect will send them right back, killing it in seconds. In comparison, the hulking Gooma is more of a challenge; slow and lumbering and wielding a spiked, chained ball, this monster requires a lot of patience as you use the Jump, Shield, and Life spells to avoid and endure his attacks and land hits to his torso. The dragon-like Barba was probably a lot harder in the original game but is made a lot easier with the Nintendo Switch’s rewind feature; it randomly rises from one of three lava pits to spew easily-voidable flame breath at you, so you need to be in the right spot to attack its head when it appears, which is easy to do when you can rewind the game on the fly! The penultimate boss, Thunderbird, poses the most significant challenge; not only must you reach it with a full magic bar since you need to cast Thunder to make it vulnerable, but it floats about spitting endless fireballs and can only be damaged by hitting its face. Once you defeat it, you’ll go straight to the final room and boss, with the damage and magic you lost fighting Thunderbird carrying over. Thankfully, the final boss, Dark Link, can be a bit of a let down; while Link’s shadow copies all his sword attacks and blocks yours with his shield, you can crouch or stand in the corner and easily cheese him, making the final challenge extremely anti-climactic considering how tough the rest of the game is. 

Power-Ups and Bonuses:
Unlike most Zelda games, Zelda II doesn’t include Rupees or shops and defeated enemies will not drop hearts to refill your life meter. The only way to restore Link’s health is to find a fairy on the overworld or in a sidescrolling section, level-up, visit an NPC at a town, or find a Heart Container, meaning you’ll mostly be relying on spells like Shield and Life to help reduce damage and restore your health. On the plus side, NPCs will aid you for free, though you’ll sometimes have to jump through some hoops to reach the old man and helpful knights who provide new spells and attacks. Although Link doesn’t get to use iconic sub-weapons like the bombs or hookshot, he can acquire items in each Palace to aid his quest; many of these are passive, automatically activating once you acquire them, such as the candle, raft, boots, key, and magic cross. These automatically light up dark areas, reveal hidden enemies, allow you to traverse streams or bodies of water, and open every door in the game unlike items like the hammer, flute, handy glove, which are activated on the overworld in the case of the former and powerup your sword attacks in the case of the latter to let you smash blocks. 

In place of his usual weapons, Link utilises spells and new sword attacks to progress.

Link is taught eight spells throughout the game that are required to conquer the Palaces. Some are more tactical than others; for example, you don’t have to cast Shield or Life if you’re skilled enough to defeat enemies and bosses with little to no damage, and I only cast Spell a few times in dungeons swarming with Girubokkus and Moas since it turns them (and many other enemies) into harmless Bots. However, you absolutely will need to cast Jump to increase your jump height and reach new areas, you’ll need Fairy to transform into a tiny fairy and bypass larger gaps, and Fire and Reflect are both necessary to defeat certain enemies. Thunder, the most powerful spell in the game, will obliterate all onscreen enemies but it costs so much to use that I only employed it against Thunderbird since that’s the only time it’s unavoidable. Link can also learn two additional sword attacks, the downward and upward thrust, which are super useful for defeating enemies beneath and above him, though it’s not going to help you against Iron Knuckles and other similar enemies, which is annoying. Finally, in addition to finding Point Bags and magic jars, you’ll occasionally come across Link Dolls that will grant you an extra life, though this is sometimes detrimental as it means wasting more time just trying to save the game. 

Additional Features:
As is tradition for the Zelda franchise, numerous Heart Containers can be found all across Hyrule; acquiring these will refill and extend your health bar, and you only need to find one to do this rather than four or five like in other games. Additionally, Magic Containers will do the same thing for your magic bar, so it’s worth exploring a bit to find these, even if it means battling more enemies. As alluded to earlier, some NPCs will only help you after you’ve performed certain tasks or spoken to certain characters; there’s a mirror, water, and kidnapped child to find in order to learn certain spells, Link will need to use Jump and Spell to reach certain houses or unearth areas, and you’ll need to use the flute and hammer on the overworld to eliminate otherwise impassable monsters or reveal hidden areas. Finishing the game allows you to save and alters your save file; selecting it will begin the game anew, with all your spells and level-ups intact, though you’ll have to find all the items and beat all the Palaces again. You can skip to this game by selecting the “SP” version from the Nintendo Switch Online menu, and of course you can abuse the rewind and save state feature to make the game a bit less challenging, but it’s still a tough experience even with these quality-of-life features. 

The Summary:
I put off playing Zelda II: The Adventure of Link for years; I purposely downloaded it for the Nintendo Wii just to play it years ago but never actually sat down with it until this playthrough, and even then I was very reluctant after all the negativity surrounding it. Unfortunately, I have to say that the criticism this game often gets is entirely justified; it’s such a radical departure from the first game that it’s almost like a completely different game, and the challenge it offers is neither fun or rewarding. Things start out okay enough, but the difficulty spikes dramatically once you reach Death Mountain (the second area of the game, I might add!) and then becomes wildly inconsistent after that. Sometimes you’ll be bombarded with small, annoying enemies and projectiles or forced to fight tricky enemies like Iron Knuckles in narrow hallways, and other times rooms will be largely empty or contain simple platforming sections. I wasn’t a fan of the basic overworld, the aggressive random battle system, or the switch to a sidescrolling perspective; this only works in small doses in Zelda games and the NES just isn’t capable of giving Link the range of movement or attack options required to best utilise this perspective. I didn’t mind the level-up mechanics, or the use of spells, and grinding wasn’t too much of a slog for me unless I was battling Iron Knuckles, but the spells were quite mundane and circumstantial, and I missed using other weapons and solving puzzles. Instead, the game relies on mazes, vague hints, and trial and error to nudge you along, making for a confusing and aggravating experience as I don’t like referring to a walkthrough when I’m playing games. I liked the music, and aspects of the graphics, and the bosses were visually quite impressive, if mostly ridiculously easy compared to what you go through to reach them. Ultimately, I don’t think you’re missing out if you’ve never played this one; it’s a curious oddity in the franchise, one that’s easily skipped over in favour of the more enjoyable sequels, but it could provide some enjoyment for nostalgic gamers seeking to relive the days when videogames were unnecessarily difficult.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Zelda II: The Adventure of Link? Were you put off by the changes to the gameplay and mechanics, or did you enjoy that it mixed up the formula? What did you think to the game’s difficulty and use of RPG mechanics? Did you struggle to work out where to go and what to do? Which of the game’s spells and bosses was your favourite? What did you think to the final boss? Would you like to see Zelda II remade or a return to this style of game for the franchise? How are you celebrated The Legend of Zelda this month and where games are your favourite? Whatever your thoughts, leave a comment below and maybe check out my other Zelda content. 

Game Corner [Sci-Fanuary]: Metroid Prime Remastered (Nintendo Switch)


January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January.


Released: 8 February 2023
Originally Released: 18 November 2002
Developer: Retro Studios, Iron Galaxy Studios, et al
Original Developer: Retro Studios
Also Available For: GameCube, Nintendo Wii, Nintendo Wii U

The Background:
In August 1986, Nintendo introduced gamers to Samus Aran, the kick-ass bounty hunter protagonist of their Metroid series (Various, 1986 to present). Praised for its challenging gameplay and eventually lauded as one of the greatest games ever, Metroid helped popularise the “Metroidvania” sub-genre. Following the largely divisive Game Boy-exclusive sequel, Metroid made a universally acclaimed comeback on Nintendo’s ground-breaking 16-bit console and then strangely disappeared for over ten years save for being represented in the Super Smash Bros. franchise (Various, 1999 to present) despite rumours of a Nintendo 64 title. In 2000, legendary videogame producer Shigeru Miyamoto visited Retro Studios and, impressed by their first-person shooter engine, tasked them with creating a new Metroid title for the GameCube, which Retro Studios developer John Whitmore believed was due to Miyamoto not caring if the game succeeded or not. Still, the developers threw themselves into the task, working up to 100 hours a week to transition the Metroid formula to a 3D shooter as Miyamoto desired. The developers aimed to make exploration fun, putting more emphasis on challenging boss battles so as not to deter players from wanting to explore, though time constraints saw certain series staples cut from the title. Upon release, Metroid Prime became one of the best-selling GameCube games and was universally praised for its detailed environments, engaging atmosphere, and complex level design. It was followed by two equally successful sequels, making a highly regarded trilogy that breathed new life into the long-dormant franchise, but was stuck on obsolete hardware for over twenty years before this highly praised and successful remastered version was released for the Nintendo Switch in 2023.

The Plot:
After intercepting a distress call, bounty hunter Samus Aran is attacked by Meta Ridley and crash-lands on Tallon IV, whose Chozo inhabitants have been eradicated by an infestation of Phazon, a substance that Ridley’s Space Pirates seek to control to breed more powerful and aggressive Metroids.

Gameplay:
Metroid Prime Remastered is a first-person shooter in which players take on a far more intimate role as the famous bounty hunter, Samus Aran, and explore the various futuristic hallways, Phazon mines, frigid cliffs, and lava-hot caves of Tallon IV. Essentially a 3D, first-person remake of Super Metroid, including many of the same mechanics and elements of that classic 2D adventure, Metroid Prime Remastered emphasises exploration and backtracking as much as varied, frantic gun combat and will have you jumping, rolling, and scanning high and low for new upgrades and ways to progress.The game offers a variety of settings to fine-tune and tailor your experience, from removing Samus’s helmet display, to customising the heads-up display, to choosing different control styles to recreate the original Wii experience, if that’s your jam. Like Super Metroid, Samus begins the game with her full arsenal and abilities, but these are lost after Meta Ridley’s attack, and you’ll have to reacquire them (and more) on your journey. However, you still have your trusty arm cannon, which lets you lock onto enemies with ZR and blast them with A or ZR (charging up a shot for additional damage). Samus can also jump with B or the L trigger, eventually learning a double jump technique, or squeeze through tight gaps by turning into a ball with Y, switching the camera to a third-person perspective in the process. While in your Morph Ball form, you can also hop, drop bombs, and eventually attach yourself to magnetised rails with the Spider Ball upgrade.

Samus’s various beams and visors are crucial to battling and navigating through Tallon IV.

Samus can also upgrade her arm cannon to fire various additional blasts, missiles, and streams of elemental energy; these are required to open certain doors, destroy certain objects, and defeat certain enemies, all of which are usually colour-coded so you know which weapon to switch to using the X button in conjunction with the directional pad (D-pad). Samus can fire regular missiles and, eventually, unleash a barrage of Super Missiles in addition to a flamethrower, freezing stream, and a burst of electrical energy, all of which require missile ammo to utilise. Thankfully, defeated enemies and destroyed crates will drop orbs to replenish your health and ammo for these weapons, both of which can also be upgraded to increase your maximum health and ammo capacity. Samus also has a high-tech visor that allows her to scan her enemies and the environment, adding them to her Log Book (essentially unlocking character models and other goodies in the ‘Extras’ menu) to help you combat enemies or traverse the environment. Later, Samus acquires upgrades to her visor that allow her to see in infrared and utilise an x-ray vision, exposing hidden platforms and heat signatures to find new paths. You can switch between these with the D-pad, a system I found rather cumbersome as there was a noticeable delay when switching visions and I often accidentally changed my vision when I was trying to change my weapon, temporarily disorientating and blinding me. Samus’s abilities only increase as you explore, adding a grapple beam to her arsenal that allows you to swing across gaps with ZL when prompted, drop more powerful bombs to open new passageways, and freely move when underwater or survive the intense heat put out by the Magmoor Caverns and Phazon Mines.

You’ll need the Morph Ball and the intricate 3D map to properly explore your enviroment.

Samus’s helmet also comes equipped with a radar to highlight nearby threats and a 3D mini map, which you can expand by finding various Map Stations in each area. This allows you to view and rotate the complete 3D map from the + pause screen, where you can also read up on your weapons, abilities, and review your in-game progress. The map can also be a bit cumbersome to navigate; there’s no onscreen compass pointing you to your next objective, no way to set waypoints, and no fast travel system, so you’ll need to constantly pause and review the map to find your way to where you need to go. Tallon IV has many lifts to its various locations, some of which need activating with your visor and others which require upgrades to access, all of which are easily identifiable on the map even if finding the exact route can be difficult. Unfortunately, despite being a modern version of the game, Metroid Prime Remastered still utilises an archaic manual save system; you’ll only be able to save at specific Save Sections, which will also restore your health, so you’ll have to proceed with caution lest you die and have to reload from a save point some ways back. Finally, missile charging stations will fully replenish your missile ammunition and you’ll get regular updates on planetary disturbances that point you towards where you’re supposed to go next. Naturally, as a Metroid title, Metroid Prime Remastered involves a great deal of backtracking; you’ll revisit the same areas many times over, with new sections opening up the more you upgrade Samus’s abilities and new, tougher enemies popping up in previous sections. This means you’ll quickly become accustomed to Tallon IV’s various areas, but also means slogging through the same pitch-black, underwater, or aggravating maze-like sections multiple times thanks to a lack of a fast travel system.

Exploration, platforming, and puzzle solving are as important as the gun combat.

Initially, Metroid Prime Remastered has two difficulty settings (“Casual” and “Normal”) with a third “Hard” mode unlocked after your first playthrough on either setting, but the game gets progressively difficult as you play. In addition to the tougher enemies spawning in across the planet, you’ll contend with a variety of hazards, from acid pits, flame bursts, auto turrets, and radioactive Phazon. The more abilities you possess, the more options become available to you to solve puzzles and open new areas; this can mean charging up Morph Ball spinners, destroying coloured lights or defeating all enemies in an area to unlock doors, hacking laser cannons or blowing up obstructions with your more powerful bombs, hopping and dropping to magnetic rails, activating switches and lifts, and taking claustrophobic tunnels in your Morph Ball form. In these 2.5D sections, you’ll need to drop bombs to destroy obstructions or hop to higher platforms, use the boost ability to awkwardly gain enough momentum to fling yourself higher, or dodge pistons and temporary surfaces. Samus will also explore murky underwater areas, hop to a variety of platforms (some of which must be created by blasting stalactites or large, rock-like enemies), melting ice, and charging up electrical nodes to power up doors. Although you’re free to explore at your leisure, your way will inevitably be barred if you don’t have the right equipment, which can be frustrating; it’s doubly difficult remembering these areas when you do have the right equipment, especially as areas can change between visits, seeping them in darkness, flooding them, or spawning in tougher enemies. Compounding matters is the fact that enemies respawn each time you leave and enter an area or save, the need to switch between your visor and weapons quickly to take out groups of enemies, and annoying puzzles that have you blasting runic symbols, activating Morph Ball ports, and rotating magnetic paths to progress.

Graphics and Sound:
Graphically, Metroid Prime Remastered is very impressive; I’ve never played the Metroid Prime games before and am always a bit wary of first-person shooters, but the game looks amazing, including some striking atmospheric effects to add to the immersion. Samus’s visor mists up, rain splatters against it, her reflection appears when lightning flashes, and you’ll hear here grunt in pain whenever she takes damage. Although many of the environments can become stale, especially those set in futuristic labs or comprised of metallic hallways and rooms, Tallon IV is a very diverse alien world, including rainswept ruins, dark caverns, frigid cliffs, and volcanic caves. Each area is connected to each other by a series of lifts, meaning you’ll have to pass through the Chozo Ruins to reach the Magmoor Caverns to access the Phendrana Drifts and explore a submerged ship to reach the fungus-infested Phazon Mines. Environmental hazards are rife in each area, as are the relics of the Chozo civilisation, with statues and runes left behind to guide you as much as the literal ghosts of the past appear to test you. As you upgrade your abilities, you’ll be able to access new areas of each environment, traversing tunnels, platforms, and Space Pirate facilities built into each. Here, you’ll find computer stations and biological experiments housed in glass chambers that will break free to attack you.

The game looks incredible, with some diverse environments and impressive graphical touches.

Although you rarely see Samus in full form, she appears sporadically as you play and in cutscenes; here, she’s entirely mute, dictating her intentions through her body language and leaving the bulk of the game’s story to be told through the optional narration and various texts you scan and log throughout the game. It’s a bit of a shame as Samus looks great; she’s sleek, powerful, and sexy and her suit noticeably changes as you acquire upgrades, but you will see her adopting various poses as you switch weapons or stay stationary. Enemies also exude a lot of menace and personality, particularly Meta Ridley and the squealing, annoying Metroids that fly at your face and drain your energy. Still, the very nature of the first-person perspective means the graphical emphasis is on the environments, which all do a fantastic job of recreating and updating similar elemental and runic areas from Super Metroid. You’ll be hopping across crumbling, frozen buildings, decaying walkways, and traversing pitch-black, luminous caverns with your thermal vision, to say nothing of exploring the dank depths and accessing new (or secret) paths by utilising your abilities in unique ways. Metroid Prime Remastered also features an immersive soundtrack; not only are some classic Metroid tracks included and updated to keep the adrenaline up when enemies and bosses appear, but the game also makes great use of silence and ambient sounds to build tenson or establish a sense of calm following a frantic gunfight.

Enemies and Bosses:
Tallon IV is home to several insectile enemies that will chip away at your energy or exist primarily to annoy you or be farmed for health and ammo; wasp-like bugs, swarms of insects, plant-like enemies, and literal balls of plasma are commonplace, with even some of the smaller enemies being impervious to your standard cannon and requiring upgrades to finally take them out. Some, like the Reaper Vines, are virtually indestructible and simply disappear for a bit before whipping back out at you; others, like the Stone Toads, exited solely to aggravate you as you struggle to build enough momentum to reach higher levels. Some enemies, like the Baby Sheegoths, Jelzaps, and Plated Beetles are heavily armoured and can only be damaged from behind or when they expose their weak spots; others, like the various burrowing insects and the dragon-like Magmoor, burst up from the ground, ice, or lava to attack you. As you progress, you’ll encounter several different Space Pirates (known as “Troopers”); these slash at you up close or fire at you from a distance and come in different colours, rendering them weak to your different cannons but also allowing them to appear invisible, cling to ceilings and walls, and afford them greater mobility in the air and underwater thanks to their jetpacks. By far the worst and most annoying regular enemies are the Chozo Ghosts (which do become easier once you gain additional visors, but the reduced visibility meant I often just ran past them) and the various Metroids. These jelly-like bastards attach themselves to you to drain your energy, can multiply when damaged, and even take on coloured forms to force you to switch weapons and appear in more aggressive octopus-like variants. They can also absorb a great deal of damage, meaning it’s often easier just to try and avoid them and rush to the exit.

The game’s monstrous bosses require a bit of strategy to bring them down.

Samus will have to overcome some monstrous alien enemies to rid Tallon IV of the Space Pirates’ influence, only one of which I recognise from the previous games, that being recurring antagonist Ridley. The game begins with Samus exploring the Space Pirate frigate Orpheon and encountering the Parasite Queen, a massive insectile creature shielded behind a rotating energy barrier. The Parasite Queen swipes its scythe-like claws and spits acid at you and forces you to stay on the move and fire between the gaps in the barrier, and then you’re given seven minutes to flee before the Orpheon explodes. After navigating the intense heat and acid pits of the Magmoor Caverns, Samus is confronted by Flaahgra, a horrific amalgamation of snake, bug, and plant that pollutes the water supply and spews acid at you. To damage Flaahgra, you need to blast up to four nearby dishes with your Charge Beam to stun it, giving you just enough time to roll up the narrow tunnel and drop a bomb at its base and set it ablaze until it finally dies. You’ll also get to put your thermal vision (and your patience) to the test against Thardus, a rock monster that guards the Spider Ball upgrade; the only way to damage Thardus is to locate the glowing weak spots with your thermal vision and unload with Super Missiles, a task compounded by its shockwave attack, the rocks it throws at you, it rolling into a nigh-impenetrable ball, and the weak spots constantly moving and disappearing. The Ice Ruins of Phendrana Drifts are home not just to the annoying Chozo Ghosts but also the gigantic Adult Sheegoth, both of which become semi-regular enemies but the latter of which proves particularly problematic since your regular beam attacks will simply be absorbed by the ice crystals on its back and turned into electrical shockwaves. Luckily Super Missiles and your flammable Plasma Beam can turn the tide, and you can simply ignore the later ones that appear.

Unlike the Elite Troopers, Meta Ridley represents the game’s toughest challenge yet.

As Samus explores the laboratories and facilities hidden on Tallon IV, she will also be attacked by larger, more aggressive Space Pirates. The Phazon Elite is a Space Pirate empowered by Phazon and, like the Elite and Omega Pirates, wields a massive energy cannon on its shoulder. All three of these can absorb your Charge Beams and unleash a shockwave attack, but sporadically prove vulnerable to your Super Missiles; the Omega Pirate variant also sports a cloaking ability, plasma cannons, and limited regenerative capabilities, but all three are surprisingly easy to take down thanks to you being able to target their cannons with your thermal vision. In comparison, their leader, Meta Ridley, is quite the foe; after collecting twelve Chozo Artifacts, you’ll engage in an intense battle with Ridley that sees him flying overheard and far out of range, raining fireballs and breathing fire at you and charging at you to deal massive damage. You can take cover behind the stone columns, but Meta Ridley’s ranged and melee attacks will destroy these, and the only way to damage him is to fire Super Missiles right before he unleashes his flame breath. A huge hurdle here is your ammo; if you run out of missiles, your primary charge beams will only chip away at Meta Ridley’s health bar, so it definitely pays to upgrade your energy and maximum ammo.

Metroid Prime is an aggressive, tricky final boss who will have you constantly on edge.

This is also true of the game’s final boss, the titular Metroid Prime. Before you can even reach this spider-like grotesque, you’ll have to endure an aggravating obstacle course through lava and caustic Phazon, dodging Metroids and hopping to platforms and magnetic rails with only one save station right at the start of the endurance round. Metroid Prime is fought in two phases; in the first, it is protected by a hard outer shell that sporadically cycles between different colours, meaning you’ll have to quickly switch your weapons to deal damage. Again, your charged beams won’t do much so you’ll be relying on your Super Missiles and more powerful attacks like the Wavebuster and Flamethrower but, luckily, Metroid Prime’s projectiles can be destroyed to replenish these (and, occasionally, your health). Metroid Prime is a hell of a challenge, drawing you in with a tractor beam, raining explosive plasma, firing a sustained, powerful laser, spitting toxic balls, and scuttling at you, meaning your only way to avoid damage is to use the clunky dodge move and Morph Ball. After battling it down several layers to the planet’s core, it’s outer shell will shatter for the second phase, exposing Metroid Prime’s luminous, Lovecraftian, octopus-like true form. In this state, it charges up a shockwave attack that can be tricky to jump over and spawns various Metroids to distract you. It also cycles through different stages of invisibility depending on which visor you have, meaning you need to frantically change your vision mode to find it, though it’ll remain completely immune to your attacks until it starts leaking Phazon. You can temporarily use these pools to enter “Hyper Mode”, allowing you to finally deal some damage, but you’ll need to repeat this process a few times to finally end it, which can be an aggravating task thanks to the Metroids, the great range of attacks, and the clunkiness of switching between your vision modes.

Power-Ups and Bonuses:
As mentioned, Samus can replenish her health and ammo by destroying enemies and finding Save and Mission Stations; her maximum health and ammo can also be enhanced with various hidden upgrades so it pays to explore, cycle through your vision modes, and blast open columns and rocks to see what you can find. Samus starts out with a regular arm cannon that’s serviceable enough but soon gains the Wave, Ice, and (eventually) the Plasma Cannon; these fire bursts of electrical, ice, and fire energy that are crucial for solving later puzzles, opening doors, and defeating enemies but I found it annoying switching between them using a button combination. Similarly, Samus’s visor can be tricky to cycle between, though it does allow you to navigate pitch-black areas and locate hidden platforms and such. Samus’s Morph Ball also gets upgraded to allow her to drop bombs, boost along, and drop limited Power Bombs for greater damage; her grapple beam lets her swing across gaps; and her various suit upgrades allow her to withstand intense heat (though not lava) and no longer be damaged by Phazon deposits, changing her appearance and giving her greater range of movement. As you explore, it pays to scan everything in sight to expand upon the game’s lore and learn secrets, and you’ll even uncover optional upgrades like the Wavebuster and Flamethrower this way. Sadly, there’s no way to pilot or utilises Samus’s ship, but it does fully replenish your health and ammo so it’s worth returning to when you get the chance.

Additional Features:
Tallon IV is a sprawling, interconnected landscape with many secrets to find; many of these increase your maximum health and ammo or award you with upgrades to your arsenal, while others hide Chozo Artifacts. There are twelve to find and you’ll need to locate them all to reach the final section of the game, which is a bit annoying as it unnecessarily pads the game out and basically forces you to use a guide since the hints given are quite obtuse. Finally, you’re encouraged to scan everything in sight; the more you scan, the more lore you unlock, and the more extras are accessible from the main menu, including music tracks, concept art, and character models for both the original and Remastered version of the game. Beating the game on any difficulty setting unlocks “Hard” mode; it’s recommended that you make a copy of your save file ahead of venturing into the final area, though, as trying to start a new game on “Hard” mode will erase your existing save file. Finally, you’re awarded with a different ending, and a different view of Samus in her suit, depending on how fast you beat the game and how close to 100% completion you are when you defeat Metroid Prime.

The Summary:
I was very anxious heading into Metroid Prime Remastered; I always am when tackling an FPS as I don’t like being shot in the back, and especially when taking on a Metroidvania title, but I’d heard nothing but good things about the game (and the entire trilogy) so it was exciting to play this enhanced version on the Nintendo Switch. Technically speaking, Metroid Prime Remastered delivered; the game is beautiful, the locations detailed and varied, ever-changing and interactive, and I had fun blasting enemies, exploring, and upgrading Samus’s suit and abilities. The bosses, especially, were a highlight, being big and monstrous and asking more of you than simply blasting away, and it was amazing seeing how well the developers took the gameplay and mechanics of Super Metroid and translated it into a 3D first-person shooter. Unfortunately, I quickly grew annoyed with the backtracking; the locations might be amazing, but it gets aggravating having to revisit them time and again and being forced to rely on a guide. A fast travel system allowing you to teleport between Save Stations would’ve been greatly appreciated here as it was very frustrating playing long sections of the game or ploughing through lava to reach a save point. I was also annoyed by the vision and weapon selection system, which proved unintuitive and clunky at times, making the colour-coded combat a chore in the endgame sections. It was equally irritating having to scan everything around you to unlock extras, a gameplay mechanic that cropped up all-too-often around this era, and first-person platforming will always be the bane of my life. Still, there’s a lot to enjoy here; I managed a good 70% of the game before I required a guide and had a lot of fun blasting enemies and exploring, but there’s definite room for improvement here; thankfully, I enjoyed enough of Metroid Prime Remastered to be motivated to try out the sequels and see how the gameplay was refined, if at all.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the remaster of Metroid Prime? Did you enjoy the technical enhancements on offer? Were you impressed by the franchise’s transition to 3D or were you also annoyed by some of the mechanics on offer here? Which of the bosses and upgrades was your favourite? Did you ever hit 100% completion on the game? Which of the Metroid Prime games is your favourite? Whatever your thoughts, feel free to leave a comment below or on my social media, and be sure to check out my other Metroid content across the site.