Game Corner [Mario Month]: Super Mario 64 (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. To commemorate Mario Day this year, I’ve made March “Mario Month” and am spending each Wednesday talking about everyone’s favourite Koopa-flattening plumber.


Released: 18 September 2020
Originally Released: 23 June 1996
Developer: Nintendo
Original Developer: Nintendo EAD
Also Available For: Nintendo 64, Nintendo DS (Remake), Nintendo Wii (Virtual Console)

The Background:
By the end of 1983, the videogame industry was dead after crumbling under the weight of countless overpriced consoles and poor quality titles. From the ashes, Nintendo stepped in and pretty much single-handedly rebuilt the industry with the release of the Nintendo Family Computer (Famicom)/Nintendo Entertainment System (NES), a machine marketed not as another home videogame console but as a more market-friendly “Entertainment System”. The videogame industry was resurrected from the dead with the NES and the blockbuster success of Super Mario Bros. (Nintendo EAD, 1985) and given a massive kick into overdrive following the release of the SEGA Mega Drive and Sonic the Hedgehog (Sonic Team, 1991). The “Console Wars” of the mid-nineties resulted in some of the greatest 8- and 16-bit releases, a series of videogames that defined an entire generation, and ensured that videogames were big business once more. Very quickly, though, the story became about which developer could be the more innovative than the other and who would crack 3D gaming first. SEGA attempted to break into the 32-bit arena with a series of expensive add-ons for the Mega Drive while Nintendo played the long game, discussing various CD-based options with both Sony and Panasonic and inadvertently creating one of the industry’s biggest gaming powerhouses, the PlayStation, when talks with Sony fell apart. Initially developed as the “Ultra 64”, the Nintendo 64 was Nintendo’s first fully-3D home console and was officially announced to the world on 24 November 1995; although the console favoured more expensive and limited cartridges over CD-ROMS, this dramatically sped up the load times of its titles and helped to reduce piracy. The console also utilised a unique (and massively under-rated) controller that included an analogue stick for full 3600 movement and could be fitted with Rumble and Memory Paks, and the system launched a number of first- and third-party titles that would be exclusive to the console. One such title was, of course, Super Mario 64. Developed over the course of three years, Super Mario 64 sought to showcase exactly what the Nintendo 64 was capable of by offering large, open 3D worlds that allowed for exploration, experimentation, and offered a diverse field of view. The game was a massive critical and financial success and is still the best-selling Nintendo 64 videogame of all time; just as Super Mario Bros. had set the standard for 2D sidescrolling platformers back in the day, so too did Super Mario 64 set the standard for 3D platformers in this new era of gaming. The game was later ported to the Nintendo DS in what is, in my view, the definitive version of the game thanks to the additional elements it provides but it was also included in Super Mario 3D All-Stars (Nintendo, 2020) for the Nintendo Switch, which is the version I’ll be looking at today.

The Plot:
Princess Toadstool (finally referred to as “Peach” for the first time outside of Japan) invites Mario to her castle with the promise of cake but, when he arrives, he finds that the diabolical Bowser, King of the Koopas, has kidnapped the Princess and hidden the castle’s Power Stars within a series of paintings throughout the castle. Never one to back down from a challenge, and motivated by the promise of a sweet treat, Mario leaps into the castle’s magical paintings to retrieve the Stars and rescue Peach and the castle’s Toad guards from Bowser’s clutches.

Gameplay:
I think it’s safe to say that everyone who owned a Nintendo 64 back in the day also owned Super Mario 64; it was the first (and, for a long time, the only) Nintendo 64 title I had when I got the console and all of my friends had it, too. Thanks to the realities of life, it was also the first Nintendo home console I owned and the first main-line Mario game I had ever owned and, honestly, it was a pretty great way to experience of Mario’s unique world and cast of characters (not to mention mind-boggling through its crisp 3D models and tight controls). Super Mario 64 is a 3D action/platformer in which you play as the titular Mario. The game takes place entirely within Princess Peach’s Castle and the grounds outside of it; within the castle are a series of magical paintings that lead Mario to a total of fifteen Courses, each with six mission-based Power Stars to collect and one hidden Star. You can also find a number of additional secret Stars in other paintings and mini Courses scattered throughout the castle and you’ll need to collect a certain amount in order to open doors to more Courses. Once you have enough Stars, however, Courses can be attempted in any order you wish but you may be limited in what you can do if you haven’t unlocked the game’s three cap-based power-ups and you’ll need a boss key to access the castle’s upper and lower areas, plus at least seventy Power Stars to battle the final boss and all 120 to see the game through to 100% completion.

Peach’s Castle is the game’s hub world, with Stars hidden in paintings and needed to open doors.

When you enter a Course, you must select a Star Mission to tackle; at first, you’ll only be told of the first mission but, once you’re in the Course, you can generally attempt to obtain any Star you wish (with some exceptions). This means that you can free the Chain-Chomp instead of racing Koopa the Quick, for example. Each Star comes with a vague hint about how to acquire it (“Lil’ Penguin Lost” or “Shining Atop the Pyramid”) but it’s not always massively clear what you have to do to obtain these Stars, encouraging exploration and experimentation (or a quick Google search). Collecting one hundred Yellow Coins in every Course will also award you with a Power Star and, sometimes, you’ll have to revisit secret Courses to obtain another Star you may have missed but, generally, the Star Missions are quite similar across all courses (battle a boss, find five secret areas, utilise a cap, scale to the top, etc). As in his 2D outings, Mario’s primary form of traversal and attacking is his ability to jump but this ability has been expanded exponentially to allow for a far more diverse means of movement and to showcase the capabilities of the Nintendo 64. Pressing jump once will see Mario perform a hop; press it again and he will jump higher, and press it a third time while running and Mario will somersault even higher, allowing him to reach out-of-reach ledges with ease. If you press the R button while running and then press jump, Mario will throw himself forwards to cover faster distances in one dramatic leap, which is great for reaching faraway platforms or navigating Mario at a faster pace. It doesn’t end there, either; Mario gains momentum as he runs and jumps, meaning if you jump onto an enemy’s head while running, you’ll get a boost upwards and jump further.

You’re required to fulfil certain objectives to acquire each Course’s Stars.

Mario can also perform a wall kick to scale vertical shafts quickly but not, it has to be said, with a great deal of ease; as will come up numerous times in this review, the wall kick is somewhat hampered by the game’s janky camera and how difficult it can be to properly judge your perspective and alignment to certain walls and objects. When you can pull it off though (which, to be fair, is more often than not and can be perfected with practise), it’s a nifty little trick that you can combine with long jumps and triple jumps to move Mario’s pudgy behind at a break-neck pace. For what I believe is a first in the series, Mario can also perform a series of melee attacks to fend off his foes. Pressing the attack button once will see him perform a punch but press it twice more and he’ll perform another punch followed by a big ol’ kick to send enemies flying. You can also perform a sweep kick while crouching, a jump kick, and a diving attack by running, jumping, and hitting the attack button, a ground-pound (where Mario will flatten enemies with his butt), and also pick up certain blocks and even enemies to toss them at other enemies. It’s quite a deep control scheme, to be honest, offering a range of smooth and crisp combat and movement options; you can run Mario in any direction at full speed and, with a twitch of the analogue stick and a press of the jump button, side-flip around to get the drop on enemies, wall kick your way up to otherwise inaccessible areas, or backflip your way to another Power Star with ease.

Mario visibly shows the affects of low health but it’s easily replenished through a variety of means.

Mario can also grab onto ledges to save himself from accidental falls and pull himself up from tricky jumps; however, this isn’t as reliable as you might think and it’s just as easy to bounce head-first off of a platform or ledge and fall to your death or go careening down a bottomless pit or into a river of butt-burning lava. Similarly, the game’s camera can sometimes get stuck behind other objects, which can cause it (and Mario) to freak out a bit; Mario also stutters and jitters if positioned too close to an edge and will most likely fall to his death if you don’t quickly tap that jump button. Thankfully, Mario is far more durable than in the majority of Mario videogames; he has a life bar (represented be a colourful pie chart) that loses a segment each time he takes a hit or other damage. Once all segments are drained, Mario loses a life and is unceremoniously spat out of the Course he was in and will have to attempt the Course over from the beginning. Luckily, Mario can refill his health by running through spinning Hearts dotted around each Course, collecting Coins, or taking a dip in water and is only dependant on Mushrooms to gain an extra life. Take care when swimming, however, as Mario’s health will slowly deplete and he’ll eventually drown unless you collect Coins or suck in an air bubble and he’s also not capable of surviving being sucked into quicksand. Compounding matters is the fact that certain enemies and hazards will cause Mario’s iconic cap to fly off; if you lose your cap, be sure to collect it as quickly as possible as you’ll take double damage without it!

Graphics and Sound:
Even now, after the release of so many technically superior 3D action/platformers, Super Mario 64 holds up ridiculously well. It’s a testament to how diligently Shigeru Miyamoto and his team worked to showcase the power and capability of the Nintendo 64 as character models still look spot on to this day, seamlessly retaining their quality and stability (unless you move Mario too far away from the camera, of course), and the game is just as silky smooth as ever. Sure, Bowser doesn’t look so great these days (and he, along with all of the character models, were vastly improved in the DS remake) but it’s cute to see all of Mario’s eccentricities, from his enthusiastic shouts when he hops around, his triumphant cry of “Her-r-re we go-o-o!” whenever he grabs a Star, and the way he falls into a mumbling sleep when he’s left idle for a short time.

In most Courses, you’re only one stupid mistake away from plummeting to your death.

Having said that, though, there are some issues that are more noticeable with the benefit of hindsight. The game’s Courses vary wildly in their scope and quality; the first, Bob-omb Battlefield, is basically a tutorial area where you’ll quickly get to grips with the game’s controls and mechanics. As user friendly as you could like, Bob-omb Battlefield features some basic enemies and hazards and is completely devoid of bottomless pits, something the vast majority of the game’s other Course cannot say. Courses like Whomp’s Fortress, Cool, Cool Mountain, and Tall, Tall Mountain are all much more limited in their scope, substituting a quasi-sandbox arena for vertically-themed stages that hover over a bottomless pit, meaning you’re always one stupid mistake away from falling to your death. Things don’t get really frustrating, however, until you reach the game’s final Courses; Tick Tock Clock and Rainbow Ride suspend you over a vast, empty void that will truly test your skill and patience thanks to the game’s dodgy camera and some very tricky and frustrating platforming elements. Other stages, like Jolly Roger Bay and Hazy Maze Cave, also feature an abundance of water; this isn’t a massive issue as Mario is quite a capable swimmer but he’s not exactly a fast swimmer and the game’s controls noticeably lag when he’s under water. Combine this with the aforementioned camera troubles and how easy it is for the camera to get stuck behind objects and these Courses can be difficult to navigate. The camera is serviceable for the most part, to be fair, and automatically and diligently following Mario around to provide the optimal viewpoint but Nintendo really should have integrated full 3600 camera control into the Switch version to correct this one glaring flaw.

There’s both variety and a lack of variety in Super Mario 64‘s Courses…

Still, the game offers a fair amount of variety in its Courses; Big Boo’s Haunt and Lethal Lava Land are standouts for me thanks to their unique mechanics and visual presentation but, at the same time, it lacks variety in a number of other instances. For example, Jolly Roger Bay and Dire, Dire Docks are essentially the same stage with the same music and, as much as I like Snowman’s Land, did we really need two snow/ice-themed stages? Plus, playing the game now, it’s really hard not to notice how basic a lot of the stage geometry is; everything is very angular and blocky, which isn’t surprising given it was a Nintendo 64 launch title, but it’s one of the many reasons why I prefer Banjo-Kazooie (Rare, 1998) since it improved and expanded upon everything Super Mario 64 pioneered. The game only really has a handful of cutscenes, all of which are rendered using the in-game graphics and are simply there to establish the game’s simple plot, relay that you’ve opened up new areas or discovered a Star, and convey the game’s ending. These are accompanied by a few instances of voice acting from Peach as Mario, Bowser, and other enemies are limited to a few sound bites, grunts, and yelps, which adds to the game’s cartoonish charm. Finally, Super Mario 64 is bolstered by a bombastic and catchy soundtrack from long-time Mario and Nintendo composer Koji Kondo; a lot of the tracks are re-used on multiple Courses but they’re so fitting and memorable that I can forgive it and if you don’t find yourself humming along to the main castle theme then you honestly have no soul.

Enemies and Bosses:
If I’m being brutally honest, Super Mario 64 doesn’t feature much in the way of enemy variety; within the first handful of Courses, you’ll have encountered pretty much all of the enemies and hazards the game has to offer but, to be fair, these are all used sparingly and to great effect. They’re generally present to cause you some issues when trying to jump and clamber up to new areas rather than being formidable challenges in their own right; you’re far more likely to get bumped off a ledge and to your death rather than beaten to a pulp by these enemies. You’ll come up against classic Mario enemies such as Goombas (who now hop up in alarm and charge at you head-first when you cross their eye line), Bob-ombs (who chase you relentlessly as their fuse ominously burns down before exploding in a shower of Coins), Boos (who turn incorporeal when you face them so you’ll have to sneak up on them from behind or perform a backflip into a ground-pound), Koopas (give them a thump to ride their shell like a skateboard), and Shy Guys (annoying little bastards that buzz all around you shooting fireballs your way and send Mario into a whirlwind spin if he jumps on them). Each of these has been brought to life with a snazzy 3D makeover that imbues them with simple, but charming, attack and movement patterns and characteristics.

The strategy for beating these two will serve you well for the remainder of the game’s bosses.

You’ll also come up against some new enemies; Amps will spin around in a tight circle and electrocute Mario if he touches them, Bubba will swallow him whole if he enters the water while exploring the “Tiny” side of Tiny-Huge Island, three different varieties of Bullies will try to knock Mario off platforms and to his death, Chuckyas and Heave-Hos will also try to throw Mario to his doom, and Klepto and Ukkiki will steal Mario’s cap if given half a chance. You’ll also have to sneak up on the sleeping Piranha Plants to knock them out without getting bitten and watch out for that Goddamn piano in Big Boo’s Haunt as it’ll randomly spring to life to scare the piss out of you! Not every Course in Super Mario 64 has a boss battle but nine out of fourteen isn’t bad. The first one you come across, King Bob-omb, teaches you the fundamental mechanics Mario will need to defeat not only Chuckyas but also Bowser himself as you’ll have to run around the King to grab him from behind and then throw him three times without being thrown off the top of his mountain to defeat him. The second boss, the Whomp King, is even easier to defeat; simply run beneath him or dodge out of the way when he tries to squash you and ground-pound his back three times and he’ll burst into pieces to award you a Star.

Bosses might be big and talk a good game but they go down pretty easily.

In Big Boo’s Haunt, you’ll do battle with three Big Boos but, despite their intimidating size, they’re as easily dispatched as any other Boo with the only troublesome one being the Big Boo you battle on the balcony at the top of the haunted house because of the risk of falling. You’ll also encounter a large variant of the Mr. I enemy in this Course but, again, it’s defeated in exactly the same way as any other Mr. I (simply run around it until it gets dizzy and explodes). You’ll also encounter larger variants of existing enemies in Lethal Lava Land and Snowman’s Land, in this case the Bullies; again, though, the hardest thing about fighting these guys is making sure you don’t accidentally slip off the small platform you fight them on or let them push you into the molten lava or freezing water, respectively. Finally, you’ll have to do battle with the Eyerock inside the pyramid in Shifting Sand Land and a Wiggler on Tiny-Huge Island; the Eyerock is probably the most challenging boss before the final battle with Bowser as it constantly shields its one (well, two really) weak point (the eye) in its rock-like fists, tries to squash you at every opportunity, and can easily shove you off the platform and to your death (luckily, though, you’ll restart right before this battle if you immediately enter the painting again). The Wrigger is pretty much the same basic deal as the Whomp King; although he looks intimidating due to his size, he only looks big because you’re small and you simply ground-pound him three times to take him out, making sure to dodge him as he wriggles around the arena faster and faster with each hit.

Bowser isn’t messing around in the third and final fight and throws everything he has at Mario!

The game’s true boss is, of course, Bowser, Mario’s long-time enemy and most persistent foe. You’ll battle Bowser three times and each time you must have the correct number of Stars to access a troublesome mini Course that leads to the Warp Pipe into Bower’s arena. Each time you face Bowser, the general strategy is the same; avoid his attacks and run around him to grab his tail, then rotate the analogue stick to swing him around and then press the attack button to send him flying into one of the many bombs that line the outskirts of each arena. The first time you face Bowser, he’s pretty weak; he’ll stomp around in a circle, slowly spitting fireballs at you, and isn’t much of a threat as long as you don’t run into him, get hit by his burning flames, or fall off the platform and you’ll only have to toss him into a bomb once to take him out, making him functionally weaker than King Bob-omb. The second battle ramps things up a bit; Bowser can still be defeated with one bomb but he’ll now jump up and come crashing down on the platform, tilting it into a steep angle that will send you sliding into a bomb yourself or down to the fiery depths below. Bowser also now teleports across the arena if you get too close to him to prolong the battle and will tilt the stage each time he leaps up to the arena from a missed throw so make sure your accuracy is on point when you send him flying. The final battle is where Bowser really brings his A game; the music is far more ominous and foreboding and Bowser can now charge at you, spit a slew of fireballs onto the arena (including blue ones that bounce all over the place) and produce shockwaves that must be jumped over every time he lands from a jump. To make matters worse, Bowser must now be thrown three times before he is defeated and, after taking two hits, will stomp around the arena in a tantrum, causing parts of it break off until it resembles a Star and limiting your options for escape and movement. It’s not all bad, though; some of Bowser’s flames will produce Coins to replenish your health and, technically, the strategy remains the same; as with every Bowser battle, it’s just a question of patience and getting your shot lined up to throw him into the final bomb and finally get your cake!

Power-Ups and Bonuses:
Although Mario can still collect a 1-Up Mushroom for an instant extra life and three different types of Coins (Gold, Red, and Blue, each offering different increments to your total Coin count), no other traditional Mario power-ups are present and unlike in other Mario videogames where Mario would collect a Super Mushroom to grow bigger and gain an extra hit or a Fire Flower to throw fireballs at enemies, Super Mario 64 takes inspiration from Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992) and Wario Land: Super Mario Land 3 (ibid, 1994) by giving Mario access to three different caps to aid his progress.

Soar through the sky, pass through walls, or become invincible with Mario’s special caps.

The Wing Cap gives Mario the ability to fly after performing a triple jump or being shot out of a cannon; by diving and pulling up, you can fly higher and further but just make sure you land before it wears off or you’ll suffer a damaging fall. The Vanish Cap turns Mario invisible and incorporeal, allowing him to walk through enemies and wired cages and the Metal Cap allows Mario to walk underwater and renders him functionally invincible at the cost of his speed and more elaborate jumping mechanics. Each cap must be activated by ground-pounding giant switches inside three different hidden mini Courses and are essential to collecting all 120 Power Stars but, it has to be said, their use is surprisingly sparse and you’ll be relying on Mario’s base moveset for the vast majority of the castle’s challenges.

Additional Features:
As big and involving as Super Mario 64 is, there’s sadly not a whole lot of replay value to be had especially compared to the DS remake, which featured four playable characters, additional Courses and Stars, and mini games to pass the time. You can mess around with Mario’s big, goofy 3D face on the title screen, stretching and distorting it at your leisure, which is a nice touch, and the game also allows you to have four different save files and to erase or copy each one, allowing for multiple playthroughs. Additionally, while you only need seventy Stars to take on the final battle against Bowser and clear the game, you won’t get 100% completion unless you collect all 120 Stars. This is easier said than done, especially on Courses like Wet-Dry World, Tall, Tall Mountain, and Rainbow Ride which have lots of difficult platforming sections, bottomless pits, and barely enough Coins for you to get those hidden one hundred Stars. You’ll also need to search the castle thoroughly for hidden Courses (like the Princess’s secret slide), talk to the Toads scattered throughout the castle, and catch Mips the Rabbit to find some hidden Stars.

Find all 120 Stars and you’ll get…very little of value, to be honest…

Stars are also obtained by finding eight Red Coins in the cap and Bowser stages and other hidden Courses around the castle; luckily, you can track your progress from the pause menu and from the file selection screen so you always know where you might have missed a Star or two. Sadly, though, finding all 120 Stars doesn’t really offer much in terms of a reward. If you defeat Bowser with all 120, he’ll have some slightly different dialogue to acknowledge your efforts and, after reloading your completed save file, you’ll find you now have access to a cannon on the castle grounds. Use this to blast yourself onto the castle rooftop and you’ll find Yoshi, who has a special thank you message from the developers and awards you with one hundred lives before buggering off. Unfortunately, though, this is completely redundant as you’ve beaten the game and acquired every Star so there’s no real incentive to explore the completed Courses again with your abundance of lives. Perhaps it would have been better to have Yoshi be accessible from a new save file, or even placed within Courses to offer a new Star challenge. Hell, I would have even accepted a ‘New Game+’ mode where the entire game is mirrored but, instead, you get a tantalising cameo and a whole shit load of extra lives that are basically pointless as you’re more likely to just start a new game from scratch than to go back through stages you’ve already completed to 100%.

The Summary:
Super Mario 64 is still an absolutely gorgeous and incredibly fun gaming experience; even now, some twenty-three years after its release, it still holds up remarkable well as one of the tightest, slickest, and most engaging 3D platformers ever. While the likes of Banjo-Kazooie and Sonic Adventure (Sonic Team, 1998) are technically far superior games, Super Mario 64 set a standard for all 3D platformers to strive to achieve and which many failed to match. It cannot be denied, however, that the game does still have some lingering issues; the camera, for all its diversity, is the most glaring and Mario’s tendency to get a bit stuck on platform edges or to hug walls when standing too close to them as well as his willingness to just slip to his death can all lead to some frustratingly unfair deaths and game overs but, for the most part, all of the game’s shortcomings can be overcome with the right degree of patience, skill, and experience. Once you master the game’s simple controls and mechanics, you can perform all kinds of nifty tricks and feats to aid your progress and you’ll find that the game has given you more than enough tools to find all 120 Stars if you’re skilled enough. With its stunning, colourful visuals, tight and responsive controls, catchy music, and addictive gameplay that is easy to learn and master, Super Mario 64 is positively brimming with gameplay variety. There’s always a new area to unlock and explore, new Courses and hidden Stars to discover, and the attention to detail is staggering for a Nintendo 64 launch title. My only regret is that Nintendo didn’t add in a widescreen feature or patch in that two player co-op mode they had planned or even the ability to play as Luigi after finding all 120 Stars in the Switch version but none of that diminishes the fundamental appeal of Super Mario 64.

My Rating:

Rating: 5 out of 5.

Fantastic

Did you play Super Mario 64 back in the day? Was it your first game for the Nintendo 64 or did you pick it up later? Perhaps you first experienced it on the Nintendo DS; if so, which version of the game do you think is the best? Which of the game’s Power Stars, Courses, enemies, or bosses caused you the most (or the least) hassle? Do you think Yoshi and his one hundred lives was a good enough reward or would you have liked to see something else; if so, what? What are your fondest memories of the Nintendo 64? Perhaps you hated the system; if so, why (and what’s wrong with you?) Whatever you think, comment below and let me know and don’t forget to come back next week for more Mario content.

Mini Game Corner [Mario Day]: Super Mario Bros. (Nintendo Wii)


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. To commemorate Mario Day this year, I’ve made March “Mario Month” and am spending each Wednesday talking about everyone’s favourite Koopa-flattening plumber.


Released: 21 October 2010
Originally Released: 14 July 1993
Developer: Nintendo
Original Developer: Nintendo EAD
Also Available For: Nintendo 3DS (Virtual Console), Nintendo Wii (Virtual Console), Nintendo Switch (Online), Super Nintendo Entertainment System (SNES)

A Brief Background:
After debuting in Donkey Kong (Nintendo R&D2/Ikegami Tsushinki, 1983) and receiving his own arcade title (alongside his brother, Luigi), Shigeru Miyamoto’s overalls-clad plumber Mario was all set to star in a new game exclusively for the Nintendo Entertainment System (NES) that would be everything Mario Bros. (Nintendo R&D1, 1983) was not: where Mario Bros. was limited and sparse and lacking in colour and variety, Super Mario Bros. would be colourful, with bigger characters and more dynamic gameplay mechanics. Perhaps the most famous platformer in videogame history, Super Mario Bros. taught players everything they needed to know in its first iconic World, allowed for two players to play together (in turns, of course, given the nature of the title), and introduced pretty much every single popular mechanic and feature that the series is still known for today and set the standard for 2D platformers for an entire generation. Having sold over 40 million copies worldwide, the game was later given a 16-bit makeover for the SNES compilation title Super Mario All-Stars (Nintendo EAD, 1993) that brought the graphics, sound, and gameplay up to the standards set by Super Mario World (ibid, 1990). To commemorate the twenty-fifth anniversary of Super Mario Bros., Super Mario All-Stars was re-released on the Nintendo Wii on 21 October 2010. Although a bare-bones release that didn’t even include Super Mario World, the special anniversary edition of this game sold out extremely quickly and, even now, the base version of the game can set you back a high price on eBay and Amazon (though it is, thankfully, available through Nintendo Switch Online if you pay their surprisingly reasonable subscription fees).

First Impressions:
I’ve played Super Mario Bros. before, both the NES original and the 16-bit remake for the SNES. However, since I grew up with the Mega Drive and ploughing through robot-infested landscapes with their supersonic mascot, I am by no means a competent Mario player. I played a lot of the Game Boy titles and a couple for the Nintendo DS but I didn’t really sit down and play a Mario game from start to finish until a bought a Nintendo 64. As a result, my opinion on Super Mario Bros. is one that is likely to cause some amount of controversy because…I hate this game. The music is great, don’t get me wrong; it’s peppy and full of life and the Worlds are bright and colourful and full of unique enemies and iconic characters and items but Goddamn is this a bitch to play! Seriously, Mario slips and slides all over the place and controls like he’s constantly running on ice; it’s ironic to me that Yuji Naka was inspired to make Sonic move so fast due to him constantly trying to beat World 1-1 faster and faster as Super Mario Bros. feels far more faster and out of control than Sonic the Hedgehog (Sonic Team, 1991) thanks to its slippery and awkward controls.

There’s certainly a fair amount of World variety on offer…if you can get that far…

Mario (or Luigi, if you prefer) will jog along at a snail’s pace until you hold down the B button, which breaks him out into a run. Running builds momentum which, in combination with holding down the jump button, allows you to jump higher and faster but while Mario’s jumping abilities have been vastly improved over those in Donkey Kong and Mario Bros. (there’s no fall damage/death and it’s much easier to jump to where you intend without gravity weighing you down), it’s stupidly easy to run face-first into enemies (and no, not the first Goomba you encounter) or fall head-first down one of the game’s many (many) bottomless pits (seriously, this game alone has more bottomless pits than Sonic has ever seen!). The good news is, though, that you no longer die in one hit…as long as you grab a Super Mushroom or a Fire Flower. Either one will allow you to take one hit but the Fire Flower is recommended as it allows you to be a little more proactive at dispatching enemies other than just jumping on their heads. Sadly, though, Super Mushrooms and 1-Up Mushrooms often appear out of nowhere and you may find yourself careening down one of those pits trying to grab it, killing yourself in a desperate attempt to stave off death. The game’s World’s are divided up nicely, though, and have a lot of variety to them; one minute you’ll be hopping through the Mushroom Kingdom, the next descending through a pipe to the underground or desperately trying to navigate Blooper-infested waters, before you finally make it to one of Bowser’s castles and are faced with a gruelling test of your skills as you dodge fireballs, jump over pits of lava, and finally send the King of the Koopas to a fiery end…only to be told that the Princess is in another castle!

My Progression:
Okay, this is going to sound really bad but just remember that I flat-out admitted up top that I am not a consummate Mario player…

I couldn’t even beat World 1-1.

I know.

I know!

But, in my defence, I was rushing quite a bit as I bought the game as a gift and was just trying it out for size. Still, imagine my shame when I couldn’t even get through the first World when I know that I have beaten it at least once before and I’ve beaten far harder games (some of them even Mario titles) in the past. Still, I did discover the secret Warp Zone, which allowed me to skip ahead to World 4 and…I couldn’t beat that World, either. I then found another Warp Zone that took me to World 8 and I promptly exhausted my remaining lives before I even got within sniffing distance of Bowser’s Castle. It’s at that point that I shut the game off, wrapped it up for my friend, and promptly decided to wallow in indescribable self-pity and shame.

BiteSizeGamesContinue

I don’t even want to beat Super Mario Bros. anyway. I don’t have to. Why should I? I don’t have to prove anything…Oh God, I suck so hard! I am so ashamed that I couldn’t do better; I wanted to and was glad to make up for this later but I was too ashamed and too unimpressed with the game’s slippery, alien controls and physics to want to continue. It’s a classic, addictive, and entertaining title that is well deserving of its reputation but I just struggle to get to grips with Mario’s 2D offerings even after all these years. Have you ever beaten Super Mario Bros.? How highly do you rate it in the pantheon of all-time greatest videogames? Do you, perhaps, agree with my thoughts and experiences and find it to be a difficult game to get the hang of or do you think I just suck at Mario, Nintendo, and life in general? Perhaps you’d like to insult my inability to clear even the first damn World, let alone the entire game! If so, no matter what you think or have to say, do please leave a comment and check out my other Mario content.

Mini Game Corner [Mario Month]: Mario Bros. (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. To commemorate Mario Day this year, I’m making March “Mario Month” and celebrating everyone’s favourite Koopa-flattening plumber every Wednesday from today.


Released: September 2018
Originally Released: 9 September 1983
Developer: Nintendo R&D1
Also Available For: Amstrad CPC, Apple II FM-7, Arcade, Atari, Commodore 64, Game & Watch, Game Boy Advance, ZX Spectrum, Nintendo 3DS (Virtual Console), Nintendo Entertainment System (NES), Nintendo Wii (Virtual Console), PC-88

A Brief Background:
Mario made his inauspicious debut in Donkey Kong (Nintendo R&D2/Ikegami Tsushinki, 1983); in that game, the avatar formally known as “Jumpman” would die from the briefest of falls and was originally a carpenter. However, after playing with the concept and exploring other gameplay mechanics, creator Shigeru Miyamoto redesigned Mario into a format where he would be capable of carrying his own arcade title (fitting, considering Miyamoto originally intended for Mario to be Nintendo’s go-to, catch-all character to feature in numerous titles and roles). Released in Japan on 14 July 1983 and in North America on the 20th, Mario Bros. featured Mario (and introduced his palette-swapped brother, Luigi) knocking over baddies in the sewers of New York. Though the arcade cabinet was only modestly successful in Japan, the NES port sold over 1.60 million copies and, despite the title being massively overshadowed by its NES follow-up, the title has been ported to numerous systems, the most recent of which being the Nintendo Switch, which is the version I’ll be talking about today.

The Review:
Mario Bros. is a wraparound platformer in which players take control of either Mario or Luigi and venture through thirty-five largely-similar stages (called “Phases”); the stages are set within the sewers of New York City and, as was popular in arcade games, players and enemies can exit on the left side of the screen and emerge on the other (or vice versa) to endlessly loop around the one-screen stages. In Donkey Kong, Mario’s only defence was to jump over hazards or grab a hammer and smash them to pieces; in Mario Bros., the hammer is gone and titular brothers still can’t dispatch enemies by jumping on them. The only way to take out the game’s handful of enemies is to attack them from below; as they pass overhead, jump at the platform above you and you’ll either topple the enemy over or deal some damage to get them prepped to be knocked over, and then you can run into them to kill them off and earn some points. Dispatch all onscreen enemies and you’ll have cleared that Phase and can move on to the next; wash, rinse, and repeat. This is easier said than done, however; one of the biggest complaints I have with playing Mario videogames (especially the 2D titles) is how slippery and unwieldy Mario can be and Mario Bros. is no different. The characters slip and slide all over the place, meaning it’s pretty easy to run head-first into an enemy or miss-time a jump as you fly right past the platform edge.

Bop enemies from underneath to tip them over and dispatch them all to clear the Phase.

At the same time, Mario’s jump is nerfed; it’s literally like trying to run on ice and jump underwater as the moment you press the jump button, gravity does everything it can to make vertical movement difficult for you. You simply lose all momentum and easily miss a jump even when you’re standing right next to it, which can be frustrating when you’re just trying to make a simple jump upwards or across. Luckily, Mario and Luigi don’t take fall damage but, like a lot of titles at the time, it’s one-hit kills and there is no health bar or health power-ups. As you might expect, then, the objective is to defeat enemies and collect Coins in order to earn the highest score possible, earning more points for taking out enemies simultaneously. There’s not a lot to the game; Phases remain largely the same but enemies and hazards increase in speed and difficulty as you progress and you are invited to collect as many Coins as possible in the game’s timed Bonus Stages every now and then in order to increase your score. It’s hard to get a more classic, pure-blood 8-bit title than Mario Bros.; it belongs in the same conversation as titles like Donkey Kong, Pac-Man (Namco, 1980), and Space Invaders (Taito, 1978) for traditional, 2D arcade action. By utilising a far more stripped back aesthetic and stage layout compared to Donkey Kong, the developers seem to have freed up some space for slightly more detailed sprites and enemy variety but it can’t be denied that it lacks the big, bold sprites of Donkey Kong.

The graphics are simple but there is a lot happening onscreen as things speed up.

While the Phases don’t change very much as you play, there are far more sprites onscreen at any one time (including two simultaneously playable characters if you have a friend to play with) and much more enemy variety compared to Donkey Kong. Luigi might be a simple recolour but it’s better than nothing and indicative of the hardware limitations of the time. What probably lets the game down the most beyond the lack of stage variety has to be the music as there’s no really memorable tunes here and it’s easy to see why this game would be forgotten compared to its big brother. Mario and Luigi will primarily be faced with little turtles known as Koopas Shellcreepers; though relatively harmless and predictable compared to the game’s other enemies, they’ll still kill you if they touch you so bump them from underneath to turn them on their shells and kick them out of there! You’ll also encounter Sidesteppers (which are basically just crabs and require two hits before they’ll tip over), and Fighter Flies (which hop around the stages) as you progress through later Phases. As if that wasn’t bad enough, red and green fireballs emerge from the pipes and sides of the screen, as does Slipice (which slides around and will transform platforms into literal ice unless you shatter them from beneath). Mario Bros. contains no boss battles or primary antagonist to test your skills against; instead, you’ll encounter more and more and increasingly-faster versions of these enemies. Each enemy will react to others or to Coins and change their direction, as well, meaning it can require a bit of strategy and forethought to topple them all when the Phases hit their highest difficulty.

Enemies increase in their frequency and difficulty but there are no bosses to fight here.

There is very little to aid Mario and Luigi in their quest to clear up the sewers; there are no power-ups to pick up or weapons to obtain, meaning you’re forced to rely on your skills and ability to work with the game’s dodgy physics and controls. You can, however, attack a “POW” block to flip every onscreen enemy in one screen-shaking hit. The “POW” block can only be hit three times, however, and once it’s gone you’ll have to wait until the next one spawns in after a Bonus Stage so it’s best to save it for the game’s harder Phases. As a conversion of an 8-bit arcade title, the primary objective of the game is to achieve, or beat, a high score. You can pick from four different modes: two are for a single player and two are for two players but, since I don’t have anyone to play with, I could only play the standard ‘Game A’ game. If you do have a friend, though, you have the option of playing as Mario and Luigi in two player co-op, which I’m sure increases the replay value to the game exponentially. Even better, the Nintendo Switch provides a few extra options to make things easier for you; using the Switch’s ‘suspend menu’ mode, you can create a save point at any time and rewind the game so you can correct any mistakes you might have made.

The Summary:
Mario Bros. is a decent enough port of the original arcade game. Unfortunately, there wasn’t really a lot to the game to begin with and the NES version doesn’t really add or improve upon the format very much. However, as fun a distraction as Mario Bros. is and as attractive as the old school 8-bit sprites look, it definitely wears out its welcome a lot faster than Donkey Kong or its follow-up title. Within the first three or five stages, you’ve basically seen everything there is that the game has to offer and, though the game increases in speed and difficulty, there’s just less to it compared to other arcade titles or even Donkey Kong, which requires far more skill to get through. As a videogame, Mario Bros. is much better as a mini game to be included in other Mario titles (as it was on the Game Boy Advance) rather than a full game in and of itself and it’s not surprising that Nintendo was able to improve upon this formula when the bar was set so low.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever play Mario Bros. back in the day, on NES or out in the arcade? What did you think to it compared to other Mario titles and arcade games of the time? Which of the two brothers did you always play as and what was your best score in the game? How are you celebrating Mario Day this year? No matter what you think about Mario Bros. or Mario games in general, leave a comment below and pop back next week for another review as part of Mario Month.

Game Corner: Wario Land 3 (Nintendo 3DS)

Released: 2 May 2012
Originally Released: 21 March 2000
Developer: Nintendo R&D1
Also Available For: Game Boy Color

The Background:
After his debut in Super Mario Land 2: 6 Golden Coins (ibid, 1992) Mario’s dastardly doppelgänger, Wario, quickly usurped Nintendo’s portly plumber as the face of Mario’s handheld sub-series. After the critical and commercial success of Wario Land II (ibid, 1998), Wario’s adventures continued on the Game Boy Color, a long-awaited colour upgrade to Nintendo’s popular handheld console. Wario Land 3 continued the tradition of expanding upon its predecessors, featuring far more emphasis on backtracking, exploration, and experimentation and would be the last in the series to release before Nintendo released the technically-superior Game Boy Advance console. Still, Wario Land 3 was a much-lauded success upon release and was eventually brought to the Nintendo 3DS Virtual Console some twelve years after its debut, which is the version I’ll be looking at today.

The Plot:
After Wario’s plane crash lands in a dense forest, he stumbles upon a mysterious cave and is sucked into a magical music box . An enigmatic hidden figure beseeches Wario to find five other music boxes to free him from his imprisonment and, excited at the prospect of finding more rare treasure, Wario dutifully sets out to satiate his lust for riches.

Gameplay:
Like its predecessors, Wario Land 3 is a sidescrolling action/platformer in which players take control of Wario, Mario’s mischievous and greedy lookalike. As in Wario Land II, Wario is functionally immortal; though he takes significant knockback from enemy attacks, he cannot ever be killed and faces no consequences for being attacked except being knocked from a platform or into another hazard. As a result, the player never needs to worry about replenishing Wario’s health or lives or being penalised for being attacked as long as they are patient enough to climb back up to where they were when they were knocked back. Wario begins the game noticeably less capable than in previous titles; he can still jump (shocking, I know!) and can barge into enemies with a shoulder charge but he can no longer pick up enemies and throw them…at least, not from the start. Instead, Wario must find power-ups in coloured treasure chests hidden throughout the game’s many levels to reacquire many of his usual skills, such as the butt stomp and the ability to pick up and throw enemies. Wario can, however, still roll into a ball when pressing down on a slope or coming off a zip-line to pass through narrow passageways.

Wario needs to re-learn some of his patented and basic abilities from the last games.

The main objective of the game is to visit each of the twenty-five levels found at each compass point on the overworld; each one contains four coloured keys and four chests of the same colour which house treasures, power-ups, and key items. Wario must collect each one to open up new areas of the overworld and progress further; this means that each level must be revisited multiple times with Wario’s new abilities and new areas opened up with the treasures and each compass point will only be fully accessible once all treasures have been collected. This makes the game much bigger and more confusing than even its predecessor, which featured branching story paths depending on the choices you made during gameplay; here, you constantly have to backtrack to old levels in order to open up new ones and, someti s, key items will affect multiple levels at once. Thankfully, Wario can return to the mysterious figure in the Temple at any point for a hint on which level to go to, though it’s up to the player to figure out what’s changed in that level or which of Wario’s new abilities needs to be used to progress. The game’s overworld is split between the four compass points (North, South, East, and West) and Wario can quickly travel to each one by pressing the “Select” button on the overworld. From here you can also check on which treasures you have acquired, reactivate key items to remind yourself of where to go, and, eventually, trigger the game’s day and night cycle (which, otherwise, automatically switches to one or the other every time you finish a level, with the time of day also affecting the levels in certain ways).

You’ll need all the Coins you can find to beat the annoying golfing mini games.

Within each level, you can also find a number of Coins, including eight large Musical Coins; unlike previous games, though, the amount of Coins you have doesn’t affect the game’s ending and Wario’s capacity is capped at 999 Coins. Instead, Wario uses Coins to play a number of hidden golf mini games found in each level, which is necessary to open previously blocked paths and find more keys and chests. The golf mini games help to break up the gameplay a bit but is needlessly frustrating when you first play it since you’re not really given any direction on what to do. Basically, by moving the screen to the right, you can see where Wario’s shot will land on the field; you need to press A and then quickly press it again when the slider reaches a power level high enough to avoid getting stuck in water, lava, or the rough grass and then quickly press it again when it hits the blue area of the slider to take your shot. You get four shots at hitting the Para-Goom and, if you fail to sink it in the goal, you’ll have to pay some more Coins to try again. When I first played this, I was frustrated by the finicky controls and vague directions but, once you play it a couple of times, it’s not so hard to get the timing down and the 3DS’s save state feature really helps speed the process up.

Wario’s “Reactions” will allow him to find more treasure and reach new areas.

As in the previous game, Wario can still change forms when hit with certain attacks; these will briefly alter Wario in strange and amusing ways to help him break through previously impassable blocks, reach higher areas, or pass through small spaces and figuring out how to use these different transformations (or “Reactions”, as the game calls them) is key to finding all the keys, chests, and Musical Coins. When in a level, you can also save your progress at any time, see which keys you currently hold, which chests you’ve opened, how many Musical Coins you’ve collected, and even return to the overworld map all with an appreciated ease. Compared to the last two Wario Land games, Wario Land 3 is much more difficult and time consuming; thanks to the abundance of backtracking and vague hints, it can be very difficult to know where you need to go and what you need to do. Thus, you are encouraged to experiment; if you see something blocking your path, try using all of Wario’s abilities as some will affect the obstacle or possibly even destroy it. When exploring a level for the first time, try to take note of your surroundings and out of reach areas as you may need to return later with different abilities to access these parts of the level, and be sure to visit the Temple if you ever forget the levels your key items have affected or opened up. For the most part, though, I found Wario Land 3 best played in short bursts of about an hour or so tackling each level in turn as they opened up or changed rather than trying to slog through it in extended sittings, which may have contributed to my more annoying experiences with the game as it never seemed to end.

Graphics and Sound:
Wario Land 3 was easily the best looking entry in the series at that point; thanks to being made exclusively for the Game Boy Color, the game is full of bright, vibrant colours that really pop out at you. While Wario is actually a little more subdued in his colouration, appearing almost monochrome, this actually helps him to stand out against the colourful backgrounds and, as you’d expect, he’s full of life and character, falling asleep if left idle for too long and scratching his butt when left halfway up a ladder. There is a lot of level variety on offer in Wario Land 3; each compass point of the map is home to at least six different levels and, rather than each compass point having a fixed theme, every level looks different and has different gimmicks contained within.

Levels are more varied, detailed, and colourful than ever and change as you progress.

You’ll explore standard platforming levels such as forests, deserts, volcanoes, and ice levels but also explore ruins, swamps, towns, castles, and caves. Each one has at least two different colour palettes thanks to the day/night cycle and, though they start off relatively small and restrictive, each one is quite large, with many different layers and areas to explore as you gain new abilities and affect the overworld. Wario Land 3 has a bit more emphasis on story this time around, with short cutscenes playing whenever Wario acquires a new item to show how it has affected the overworld map. When you find new power-ups, a short tutorial will play showing you how to use Wario’s new ability (which can be revisited at any time from the pause menu) and there are a few instances of dialogue, primarily from the hidden figure, to relay the game’s simple plot. As you’d expect from a Mario/Wario title, the soundtrack is suitably chirpy and catchy, though I can’t say that it really made much of a lasting impression on me.

Enemies and Bosses:
Since the game’s plot does not involve the Black Sugar Gang this time around, you’re faced with a whole slew of all-new enemies, many of which behave very similar to those from the last two games. Accordingly, you’ll come across spear-wielding Spearhead’s who will prick you with their sharp weapons, Para-Gooms who descend from the air and shield themselves with spiked umbrellas, puffer fish-like Haridamas which sprout spikes when they get close, and annoying birds that fly across the screen and stun you but can make for a boost to higher areas if you can time your jump correctly. You’ll also come up against a bunch of enemies that will change Wario’s form with their attacks or abilities; Appleby and Doughnuteers throw delicious apples and doughnuts your way, Fire Robota’s spout flames, Hammer-bots relentlessly try to squash you with their giant hammers, floating jellyfish try to sting you, and Zombies constantly spring out when it’s most inconvenient to hurl their heads at you. For the most part, these enemies are placed in or near areas where you’ll need the accompanying Reaction to progress further but, equally as often, they’re simply placed to be annoying so if you don’t need a specific transformation be sure to avoid them.

Often, the direct approach is insufficient to defeat Wario Land 3‘s bosses.

Wario has a tough battle ahead of him this time around as he must battle eleven different bosses in his quest for the five magical boxes; because of the nature of the game, though, it’s entirely possible to battle these bosses out of order depending on what abilities you have and key items you’ve found, which can mix up subsequent playthroughs of the game. With the exception of the final boss, each of Wario Land 3’s bosses requires three hits to defeat and, like in the last game, each one will expel you from the boss arena if you get hit or mess up, changes up their attack patterns as the fight progresses, and requires quite a bit of skill on your part to defeat. The Doll Boy, for example, sits atop a totem pole tossing hammers at you; you must avoid these and destroy his totem pole to bring him down to ground level then frantically avoid his hammer swings to jump on his head and finish him off with a shoulder barge. Similarly, Wormwould pops out of the ground to spit rocks at you that will send you tumbling off the platform if they hit you so you need to use your ground pound on his head before he gets the chance. Each boss is unique and requires different strategies to get around their attacks; Wolfenboss has to be knocked out of the air by ricocheting a Kuri at the right angle, for example, while Mudee is fought while you’re clinging to a net and requires you to time a ground pound onto its body while avoiding its spiked tail. Anonster, meanwhile, can only be brought down to ground level by throwing its own web balls up at it, which can be tricky because it’s hard to judge the angle of your throw.

Wario’s final challenge is a gigantic, demonic clown that is actually capable of killing him.

Some bosses are more unique and frustrating than others, though: Jamano plunges the arena into darkness, forcing you to quickly navigate around the small area hitting four skulls to bring the exorcising light and Wario needs to avoid Helio’s infectious stings and ground pound a pump to inflate and explode the boss. Easily the two most frustrating bosses, for me, though were Pesce and Shoot; Pesce, a weird rat/piranha hybrid, can only be defeated by poisoning it with mouldy cheese but it’s really tricky to time the dropping of the cheese so the damn thing actually eats it. Shoot is similar to Dunk from Wario Land II in that you must beat him at a ball-based game, in this case football. You need to avoid being squashed by Shoot but it’s not made clear exactly how you’re supposed to smash him into the goal; the easiest way I found was to lure him near to the goal (but not too near) and then barge him when he’s bouncing in the air as I could never get him into the goal when the goalie was stunned by a ground pound. After finding all five musical boxes, Wario returns to the hidden figure, who reveals himself to be a demonic clown entity and the game’s final boss. This is the only time in the game that you can get a game over as Wario will instantly be defeated if the clown grabs a hold of him. You need to jump over, or duck under, his hands and stun his fists with a ground pound and then jump and throw the fist into the clown’s face four times to win. Honestly, the most difficult part of this boss was getting the timing of my attacks and jumps right as his fists swing at you pretty fast and it’s easy to lose your grip on the stunned hand if you’re not fast enough.

Power-Ups and Bonuses:
As mentioned before, Wario can acquire upgrades for his abilities and relearn classic skills from various treasure boxes. This includes an upgrade to his shoulder attack and ground pound to break through tougher blocks, being able to charge up an enemy before throwing it to throw it higher and further, the ability to swim (and then swim through currents), smashing objects from below, and performing a high jump by pressing up and jump at the same time.

Many of Wario’s Reactions return from Wario Land II and function in the same way.

Wario also assumes a number of different forms upon being hit with certain attacks or encountering certain hazards. Many of these return from Wario Land II, such as Fat Wario (who destroy enemies by touching them and can smash through special blocks), Fire Wario (who, after running around with his butt on fire for a while, eventfully becomes engulfed in flames to break through special blocks), Flat Wario (who is small enough to squeeze through tiny gaps but extremely difficult to control, with the game forcing you to desperately try and float him through gaps in vertical areas), Zombie Wario (who passes through thin platforms when jumping on them), and Puffy Wario (who relentlessly float upwards until he hits a ceiling or block). You can also become Ice Skatin’ Wario when frozen (more of a hindrance than a help), Snowball and Ball o’ String Wario to become an unstoppable ball and break through special blocks, Bouncy Wario (helpful to reach high areas but difficult to control), Bubble Wario (which can let you pass through directional currents to reach goodies but is often just an annoying hazard), Invisible Wario to get past Seeing-eye Doors, and Vampire Wario. This last one is pretty cool as you become a Dracula-type figure and can turn into a vampire bat by pressing B and fly up to new areas but, since this latter mechanic is the only useful thing about this Reaction, I’m not sure why Wario doesn’t just become a bat by default.

Additional Features:
There are one hundred treasures to find in Wario Land 3; you’ll need all of Wario’s abilities and certain key items to find them all as some are not only hidden in previous levels but also in hidden levels on the overworld map. Thankfully, you don’t need to find them all to complete the game and you don’t get a different ending for having them all but collecting all one hundred does unlock a time attack mode. There are also, as mentioned, eight large Musical Coins to be found in each level; collecting all of these opens up a fourth golf mini game if you just can’t get enough of that particular gem. Of course, if you’re playing the 3DS version of the game, you can also make liberate, unapologetic use of the save state system to make the game a little easier on yourself.

The Summary:
Wario Land 3 really surprised me; I kind of expected the series to get a bit simpler as it progressed but, if anything, the Land sub-series just got bigger and more ambitious as it went on. This is easily the biggest of this sub-series both in terms of graphics and its scope which is great for a classic handheld title and I can’t fault the game for being packed full of content but…man, is this a long, convoluted game. Wario Land 3 really kicked my ass as I went into it expecting quick, easy, pick-up-and-play gameplay and was, instead, forced to constantly backtrack and explore all over the game’s vast overworld and numerous levels. This was great for expanding the depth and range of the sub-series and makes for an addictive and engaging handheld experience; I tried to limit my play time to short bursts of a few hours or so but often found myself getting sucked into the game as I tried to track down one more treasure chest or unlock one more level for my next session.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Wario Land 3 before? How did you find it compared to the other Wario Land videogames? Were you a fan of how big the game was and its emphasis on backtracking and exploration or did you find it maybe to be a bit too ambitious for its own good? What are your thoughts on Wario as a character and his wacky sub-series? Would you like to see more of him and his unique gameplay mechanics or do you think he’s better suited as a side character relegated to mini games? Whatever thoughts you have on Wario and Wario Land 3, feel free to drop a comment below.

10 FTW: Dark Doppelgängers

10FTW

If there’s one thing any hero can count on it’s that, at some point in their illustrious career, they’re going to have to face off against themselves. Sometimes, like with the classic Demon in a Bottle (Michelinie, et al, 1979) this is a metaphorical battle against their own inner demons and foibles but. More often than not, it’s a literal battle against an evil version of the themselves. Sometimes they’re from another world or a parallel dimension, perhaps they’ve used stolen technology or been cloned from the hero; other times, they are of the same race or seek to replicate the hero’s powers and usurp them. Whatever the case, I’ve always enjoyed a good doppelgänger, generally because they’re just like the hero but dark and edgy or more violent and, being as I grew up in the nineties, I like that kind of stuff. An evil version of a hero can help to elevate the hero by allowing them to overcome their failings and, sometimes, will even edge out of villain territory and become either a full-fledged hero in their own right or a line-towing anti-hero. In either case, today I’m going to run through ten of my favourite dark doppelgängers; evil versions of heroes who are just cool through and through.

10DarkLink
10 Dark Link / Shadow Link

First appearing in Zelda II: The Adventure of Link (Nintendo EAD, 1987) this shadowy version of the heroic Link gets the number ten spot purely because he isn’t really much more than a glorified henchmen for main series villain, Ganon. In true Peter Pan (Barrie, 1902) fashion, Dark Link often takes the form of a pitch-black shadow or a dark, distorted reflection and is able to perfectly mirror all of Link’s attacks and abilities. In recent years, he’s appeared more as a phantom and been given more definition but he’s generally relegated to being a sub-boss for a game’s dungeon and never the true threat to the land of Hyrule.

9Wario
9 Wario

Debuting in Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992), this bloated, disgusting, twisted version of Mario is everything Nintendo’s cute and cuddly mascot isn’t: he’s rude, crude, mad, bad, and dangerous. Where Mario jumps on blocks and Koopa heads to save a delightful Princess, Wario barges through walls and tosses his enemies at each other to steal, loot, or recover treasure. Wario even has his own version of Luigi, Waluigi (who exists more for the sake of existing, I would argue) but, while he crashed onto the scene in a big way by taking over Mario’s castle, Wario has softened over the years. He’s transitioned from an anti-hero and begrudging ally to simply a master of ceremonies as Nintendo moved him away from being the star of his own series of unique games and more towards party games and mini games.

8 Black Adam

Created by Otto Binder and C. C. Beck, Teth-Adam was originally gifted the magical powers of the wizard Shazam and chosen to be his champion, Mighty Adam. After being bewitched and corrupted, however, Adam was stripped of his powers and withered away to dust but, centuries later, was reborn when his ancestor, Theo Adam kills Billy Batson’s parents to lay claim to Adam’s power. Black Adam possesses all of the same powers as Captain Marvel/Shazam but is also gifted with a pronounced mean streak and tactical genius; he briefly reformed for a time, even joining the Justice Society of America and building a family of his own, but his quick temper and deep-seated contempt for humanity generally always drives him into a murderous rampage that few heroes can hope to oppose.

7Janus
7 Alec Trevelyan / Janus

Appearing in what is still probably the best James Bond film ever made, GoldenEye (Campbell, 1995), Alec Trevelyan (masterfully portrayed by Sean Bean) was one of MI6’s top 00 agents. However, wanting revenge against the British government for the death of his family and comrades during World War Two, Trevelyan faked his death and formed a criminal organisation named after his new alias, Janus. Trevelyan makes the list because he’s everything James Bond (Pierce Brosnan) was but twisted towards villainy; he and Bond were close friends and partners and his “death” weighed heavily on Bond’s conscious for nine years, making his betrayal even more sickening. In facing Trevelyan, Bond not only faces his biggest regret and mistake but also himself and what he could easily become if the fates were different.

6Slash
6 Slash

First appearing in ‘Slash, the Evil Turtle from Dimension X’ (Wolf, et al, 1990), Slash was originally an evil violent mirror of the heroic Teenage Mutant Ninja Turtles who often appeared in Turtles videogames and merchandise as a sub-boss for the Turtles to fight. For me, his most iconic look is when he’s sporting a black bandana, some spiked apparel, razor-sharp, jagged blades, and a heavy, armour-plated, spiked shell. Slash’s look and characterisation have changed significantly over the years as he’s gone from a somewhat-eloquent villain, to a rampaging monster, to an ally of the Turtles depending on which version you’re reading or watching.

5TheMaster
5 The Master

Originally (and, perhaps, most famously) portrayed by Roger Delgado, the Master was a renegade Time Lord who rebelled against his overbearing masters to freely wander through time and space. While this closely mirrors the story of his childhood friend, the Doctor (Various), the Master was the Doctor’s exact opposite: evil where the Doctor was good, malicious where the Doctor was kind, and wanted nothing more than to extend his lifespan, conquer other races, and destroy (or break) his oldest rival. Though sporting a deadly laser screwdriver and able to hypnotise others, the Master gets the number five spot simply because he’s been overplayed to death in recent years. Time and time again we’ve witnessed the Master at the end of his regeneration cycle, or destroyed forever, only for yet another incarnation to appear and wreck more havoc. He’s even redeemed himself and turned good before, and yet still returns to his wicked ways to plague the Doctor even when his threat should long have ended.

4 Metal Sonic

Speeding onto the scene in Sonic the Hedgehog CD (SEGA, 1993), Metal Sonic stands head-and-shoulders above all over robot copies of Sonic the Hedgehog simply by virtue of his simplistic, bad-ass design. A fan favourite for years, Metal Sonic has made numerous appearances in multiple Sonic the Hedgehog (Sonic Team/Various, 1991 to present) videogames, comic books, and other media. Sporting a sleek, aerodynamic design, chrome plating, and a massive jet engine on his back, Metal Sonic did something no one had done at the time of his debut and not only matched Sonic’s speed, but outmatched it on more than one occasion. While Sonic CD is far from my favourite Sonic title, it’s hard to downplay the iconic race against Metal Sonic in Stardust Speedway or his impact on the franchise.

3ReverseFlash
3 Reverse-Flash

Versions of the Reverse-Flash have plagued DC Comics’ speedsters over the years, most notably Edward Clariss (The Rival), Eobard Thawne (Reverse-Flash), and Hunter Zolomon (Professor Zoom). Sporting a yellow variant of the classic Flash suit and shooting off sparks of red lightning, the Reverse-Flash is generally characterised as using his powers to torture the Flash out of a twisted desire to make him a better hero. Reverse-Flash’s threat is increased by his tendency to travel through time, evading death and plaguing different generations of the Flash; Professor Zoom was even able to manipulate the Speed Force to jump through time and appear to be faster than the Flash. Reverse-Flash has also been the cause of numerous agonies in the lives of multiple Flashes; he’s killed or threatened those closest to him (including Barry Allen’s mother) and delights in bringing the Flash to the brink of his moral code.

2JudgeDeath
2 Judge Death

Hailing from an alternate dimension where life itself is a crime (as crimes are only committed by the living), Judge Death is the dark counterpart to no-nonsense lawman Judge Dredd. First appearing in 1980 and created by John Wagner and Brian Bolland, Judge Death assumes the appearance of the Grim Reaper and uses his demonic powers to kill with a touch. Rocking a metal design (recently evoked by the Batman-Who-Laughs, another contender for this list), Judge Death takes Dredd’s uncompromising enforcement of the law and ramps it up to eleven. Alongside his fellow Dark Judges, he once slaughtered over sixty million citizens of Mega City One and, despite his corporeal form being destroyed or trapped, has returned time and time again to bring judgement upon the living.

1 Venom

Perhaps the most popular (or, at least, mainstream) of all dark doppelgängers is the alien symbiote who, when bonded to Eddie Brock (or others), is known as Venom. Created by David Michelinie and Todd McFarlane, Venom began life as a black alien costume that absorbed Spider-Man’s powers and abilities and sought to permanently bond with him. When Spidey rejected it, it turned to Brock and, through their mutual hatred of Spider-Man, Venom was born. Sporting a super simple design (pitch-black with a white spider logo, emotionless white eyes, deadly fangs and claws, and a long, drooling tongue), Venom plagued Spidey for years. Immune to Spidey’s Spider-Sense and sporting all his powers, but double the strength and viciousness, Venom has evolved from a sadistic villain, to an anti-hero, to all-out hero over the years but, thanks to their equally violent offspring, has been the source of much death and woe to Spider-Man since day one.

0CrimeSyndicate

What dark doppelgänger is your favourite? Were there any I missed off this list, or do you, perhaps, feel the evil copy is a played out trope? Drop a line in the comments and pop back for more lists and articles.

Game Corner: Wario Land II (Nintendo 3DS)

GameCorner
WarioLand2Logo

Released: 2012
Originally Released: February 1999
Original Developer: Nintendo R&D1
Also Available For: Game Boy Color

The Background:
Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992) didn’t just blow its predecessor out of the water in terms of graphical and gameplay improvements, it also introduced the gaming world to one of my favourite characters of all time Wario, Mario’s evil doppelgänger, for the first time. While it would be some time before Wario made the jump to a main Nintendo console, and before he was relegated to simple mini games and cameo appearances, Mario’s evil twin thrived on Nintendo’s handhelds. First, he usurped the Super Mario Land franchise with Wario Land: Super Mario Land 3 (ibid, 1994), which led to a slew of sequels on Nintendo’s handheld systems.

The Plot:
After besting Captain Syrup and her Black Sugar Pirates, Wario is rudely awakened one day to find his castle has been flooded and ransacked by Syrup and her goons; enraged, he sets off to recover his loot and get his revenge.

Gameplay:
Wario Land II is a sidescrolling, 2D action/platformer; players control Wario as he journeys across a variety of worlds, collecting Yellow Coins and dispatching enemies with Wario’s patented Dash Attack and Ground Pound. Wario controls almost exactly as he did in the last game; he can jump on most enemies to stun them so he can pick them up and throw them, or just barge them with his Dash Attack. However, the knockback from enemy attacks is a considerable frustration; not only do you lose vital Coins, you also bounce back quite a way, which can be extremely annoying and lead you to drop to lower levels. What sets Wario Land II apart from its predecessor, and other Mario videogames, is Wario’s inability to die; when hurt by enemies or traps, Wario will lose some of the Coins he has gathered or be transformed into one of a number of different forms.

WarioLand2Forms
Rather than dying, Wario is transformed, allowing access to new areas.

These transformations are essential to navigating the different worlds Wario travels to and uncovering Wario Land II’s numerous secrets; hidden in every world is a piece of treasure, which Wario must earn by matching panels. As with its predecessor, finding the doors to these treasure rooms is no easy feat and Wario must navigate through some tricky puzzles and traps in order to find every piece. Once a world is completed, the player can also earn a Picture Piece to complete a map to the pirate’s treasure by completing a number-matching game. Wario Land utilised a map hub world similar to Super Mario Land 2 but Wario Land II is far more linear…or so it would seem. In actuality, there are many branching paths the player can take as they play; even inaction at the start of the game will lead Wario to different worlds and treasures. Once you finish the game, you gain access to the Treasure Map, which details all the different paths, allowing you the chance to recover the entirety of Wario’s missing loot and reach the true finale.

Graphics and Sound:
Wario Land II represents a time far removed from the basic, unremarkable presentation of Super Mario Land (ibid, 1989); characters and levels are brought to life through large, charming sprites that are a far cry from the first game’s monochrome offerings.

WarioLand2Graphics
Everything looks and sounds pitch-perfect here.

There are a lot of familiar sounds here that return from Wario Land, all of which add to the quirky, slightly off-kilter nature of Wario and his world. Nintendo walked a fine line between familiar and unique but executed this perfectly so that playing Wario Land II is unlike playing any other Mario title from that era and yet recognisable enough so that anyone who played its predecessor will feel right at home with familiar sights and sounds.

Enemies and Bosses:
Many of Wario Land’s generic enemies return here (such as the boomerang-wielding D.D and the Pirate Gooms) but there’s plenty of new and unique baddies to encounter; there’s a little mole cook who will fatten Wario up, pirate pecans who spit fish at you, zombies, and a fishing penguin who lures you in with fake Coins.

WarioLand2Bosses
Wario Land II has some weird-ass bosses on offer.

As for bosses, Wario Land II doesn’t disappoint and continues the tradition Super Mario Land 2 started with having big, oddball bosses; Wario will face off against the likes of a giant snake, a basketball-throwing rabbit, a giant dinosaur-like bird, and Captain Syrup herself. Though they can usually be defeated with a few well-placed bops to the head, each boss has a specific attack pattern and various phases; many will blast Wario out of the boss room entirely, forcing you to trek back around and start again or require a certain method to injure them (like dunking them through a basketball hoop or blasting lava at them).

Power-Ups and Bonuses:
In Wario Land, Wario controlled very similar to Mario; when hit, he reverted to a smaller form and he collected Power Up Pots to can new abilities. As mentioned above, though, Wario Land II ditches the traditional power-ups in favour of some truly weird transformations.

WarioLand2Conditions
Each transformation has its own benefits.

Certain enemy attacks will trigger a transformation in Wario that is necessary to reach other areas of each world and hidden secrets; Wario transforms into a burning ball of fire when set alight, becomes a zombie to drop to lower levels, or swells up to balloon-like proportions to reach higher levels, amongst other transformations. Part of Wario Land II’s gameplay is figuring out which enemies trigger a transformation and how to use that transformation in each area. It’s only by utilising all the tools at Wario’s disposal that players will be able to conquer each world, all the different branching paths, and access the secret final chapter, which is a time attack challenge through Syrup Castle.

Additional Features:
Collecting all the treasures in the game and completing the Picture Piece map doesn’t just allow you access to Syrup Castle, though; it also unlocks Flagman D-D, a remake of the Game & Watch mini game Flagman (Nintendo, 1980). This inclusion, and Wario Land II’s increased use of mini games compared to its predecessor, could be said to foreshadow Wario’s later preference towards mini games rather than fun little action platformers like this.

WarioLand2Conclusion

The Summary:
Wario Land II takes everything you knew from its predecessor and changes it just enough to deliver a unique gaming experience; appearing far more linear, the game hides many secrets and branching paths in a far more subtle way compared to Wario Land, meaning the no two players will have the same gameplay experience. Fittingly, Wario feels heavy and cumbersome; unlike Mario, he’s not build for precision platforming, which may be why Wario Land II substitutes such gameplay for simple puzzles, mazes, and alternative routes accessed by Wario’s transformations. Yet, at the same time, there seems to be a slight lack of polish to Wario Land II that can make some sections and bosses battles needlessly frustrating. However, the unique aspect of being immortal and changing forms to reach new areas, coupled with the chirpy tunes and big, quirky sprites make this a joy to play as no challenge presented by Wario Land II ever feels game-breaking or impossible.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your memories of Wario Land II, if any? Do you like Wario and, like me, wish he would return to a more prominent position? What was your favourite of the Super Mario titles on the original Game Boy? Leave a comment below and share your thoughts.