Best of 2006 #10: New Super Mario Bros.

New Super Mario Bros.

The debate over originality in games kind of becomes moot when we’re talking about a game like this, doesn’t it? It’s quite possibly one of the least innovative games of 2006…and that’s a good thing?

When it’s something as timeless as a 2D Mario game, yes. While this might have lacked the simple perfection of the NES games or the sense of wonder that came with turning on Super Mario World for the first time, it threw in a couple of new abilities to mix things up and then essentially let the gameplay do the talking. This is Mario; what does he have to prove?

The extra power of the DS was put to good use with assorted scaling tricks and almost subconscious use of the two screens (did you notice how subterranean sections are played out on the bottom screen?), and what it lacked in speed compared to its sprite-based progenitors it made up for in good clean fun and the novelty of a new 2D Mario. Did I mention it was one of those?

Retrospective: Yoshi’s Island

Yoshi's Island (GBA)

After a lot of dredging used game shops and eventually eBay, I managed to find myself a copy of the oddly hard to come by GBA version of Yoshi’s Island and have recently been playing the hell of of it since it’s one of the all-time classics. In fact I was so inspired by the greatness that I decided to try out something which might turn into an occasional feature – a retrospective. We’ll see how this one goes.

Yoshi’s Island may carry the subtitle “Super Mario World 2” and feature Yoshi and Mario, but that’s really where the similarities end. One of the last great SNES games was originally going to be Nintendo’s reply to Rare’s Donkey Kong Country, featuring the same kind of realistic (for the time, at least) CG sprites that had blown everyone away in 1994.

Instead they took a wholly different path, going for hand drawn storybook visuals and some heavy use of the Super FX2 chip for advanced sprite scaling and rotation, giving the graphics unbelievable amounts of life and personality. In screenshots it might look colourful but basic, but in play it looks about as good as 2D platformers get. It’s a fantastic demo for the screens on the GB Micro and SP+, as well.

Technical coolness aside, Yoshi’s Island is quite simply my favourite platform game ever made. There’s so much imagination and variety to the gameplay that almost every single one of the 48 levels has its own gimmick, whether it’s enemies on stilts to stop you easily swallowing them or, amusingly, floating spores that make Yoshi trip out when he touches them. The fundamentals are always the same – swallow enemies to turn them into eggs which can be thrown, and try not to lose Baby Mario along the way – but they’re so simple and intuitive yet versatile that they’re essential in even the weirdest levels.

As with the best Nintendo games Yoshi’s Island is absolutely full of secrets and unlockables for the completist. The levels get pretty labyrinthine and each one hides a set number of collectibles that are needed for the maximum score, and by getting a high enough score on each world, extra bonus levels are unlocked. The game is a decent length as it is, but for the real completists it can take a very long time to truly finish it.

In short this is the best 2D platformer ever, without a shadow of a doubt. Now that I’ve finally played it at decent length it would probably even make my top five games full stop.

Best of 2005 #7: Mario Kart DS

Mario Kart DS

I don’t think I’d be alone in saying that Mario Kart DS is my favourite game in the entire series, and when a series carries a name as big as Mario Kart that’s no small praise. Whereas Mario Kart 64 evolved Super Mario Kart, I felt that Mario Kart Super Circuit was a step backwards and Mario Kart Double Dash felt gimmicky, this one felt like a true step forward.

The focus was brought back to the tight and responsive handling and the weapons which have been tweaked and balanced well over the series, the graphics sit somewhere between Mario Kart 64 and Double Dash, and the power of the DS has been used to add much more interactivity than the last great one, Mario Kart 64. On top of that they were clever enough to throw in a nice selection of classic retro tracks (although some of the choices of “classics” could be debated), fully-featured multiplayer with one copy of the game, and the game’s huge new addition – online play.

Nintendo were slow to adopt online play but they certainly made a good choice of a first game to do it with, and despite teething problems on their first attempt (the overly safety-conscious friends system, the lack of punishment for quitting when losing to protect your record, etc) they did a great job. Not only does this make it one of the best games of the year, it’s also proof positive that the DS is a serious system that isn’t only about touch-screen minigames and half-arsed console ports.

I(GN)rony

I’ve just seen IGN’s ten reasons to wait for a Revolution, but has the irony escaped anyone else that the second reason they give is “Same Games, Prettier Graphics” and then goes on to list a new Zelda, a new Metroid, and a new Smash Bros as reasons to get a Revolution? Those won’t be the same games with better graphics?

OK, so we’ll get them with some quirky new control scheme but will they really be new gaming experiences or will they be the same games shoehorned onto the new controller? To give Nintendo credit they’re far better with original concepts than either Sony or Microsoft, but even their new stuff isn’t always as new as they’d tell you – The Wind Waker took a shocking new direction but was essentially Ocarina of Time with cartoony graphics and dull sailing sections, and although the DS has some great stuff now what was Nintendo’s first big game for it? Super Mario 64 with either less-than-ideal digital controls or unworkable analogue controls. While a Metroid Prime might work with the Revolution controller without any concessions, I really can’t see a Zelda or Smash Bros on that controller without some kind of add-on, which essentially makes them the “Same Games, Prettier Graphics”.

Maybe Nintendo will prove me wrong, but if they want to gain the popularity that Mario, Zelda, and Metroid can afford they’re going to have to stick to the status quo and not make it so that we have to swing a remote as if it was Link’s sword. Their original concept really needs original games, as the DS has shown, and when one of the main selling points is that it plays Nintendo’s whole back catalogue (same games, same graphics?) is that going to happen?