Tag Archives: Mario

A Childhood Fantasy Comes True

Sonic vs. Mario

So Solid Snake isn’t the only non-Nintendo character to make it into Smash Bros Brawl, as Nintendo has announced that Sonic will be pitting himself in mortal combat against Mario for the first time. Now we know how Sega got permission to put Mario into its Olympic game, then.

I was very indifferent towards Smash Bros Melee, probably because it came out at the same time as I was getting into Street Fighter III: Third Strike’s home debut on Dreamcast and, let’s face it, in a battle of fighting mechanics only one of those is going to come out on top. It was an enjoyable little fanwank but I find myself constantly baffled by lists putting it up there as one of the best games of all time. It’s not. Seriously, it’s not. It’s not even close to being the best game on GameCube, and that’s saying something.

As such, my anticipation for Brawl was almost nil. I still need to buy Metroid Prime 3, and that gets the nod over Smash Bros for having a proper single player experience in there. But this has changed things entirely. The original Smash Bros may have been wish fulfilment for a lot of people who grew up with Nintendo, but in making a fighting game with Mario and Sonic, Nintendo have gone and created my most wanted game from about 1993. Seriously, if I’d told 8-year-old self about this game my little head would have exploded.

So what are the odds on Snake slitting Sonic’s throat for that awful next-gen abortion? Don’t go all family friendly on us, Nintendo.

Best of the GBA

Now that I’ve got Final Fantasy VI Advance, as far as I can tell there are no more big GBA games set for release. If it wasn’t before, it’s now going to be a home for nothing but budget pap. But let’s not mourn; let’s celebrate the life of Nintendo’s little handheld with ten of my favourites, in alphabetical order.

  • Advance Wars – While certain developers continue the vain struggle to make an RTS work on any console format (although the GBC has a little-known gem called Warlocked), Nintendo took a Japan-only series from 1988 and did strategy on the GBA. Not real-time, admittedly, but I need an analogy. Regardless, this was most people’s introduction to the Nintendo Wars series and proved to be an excellent fit for the handheld: deep, moreish, and just as easy to play in quick bursts. And that’s the hallmark of a well-made portable game.
  • Castlevania: Aria of Sorrow – Choosing a GBA Castlevania is a bit like choosing your favourite child, but if I’m pressed this is my favourite. It doesn’t suffer the issues of Circle of the Moon (i.e. it was visible outside of direct sunlight). It’s also more of a challenge than Harmony of Dissonance, which was a cakewalk after COTM. Throw in the variety of weapons and the addictive soul-collecting system and the third time’s a charm for this series. Still buy them all, though.
  • Final Fantasy VI Advance – Ditto what I said about the Castlevanias. These translate amazingly well to the GBA, but FFVI gets my vote simply by being the best 2D Final Fantasy (don’t deny it). FFI/II haven’t aged too well, so they’re out. FFIV and V are both superb, though, especially V with the added customisation of the job system. The thing that this one has over them is just that little extra sheen that comes from being a later game developed on known hardware, and some real flourishes in the storytelling department that don’t come on the older, more linear games. You should still buy all of them.
  • Fire Emblem – Another perennial series that made its western debut on the GBA, think of it as Advance Wars goes to Middle-earth. Playing fundamentally the same as Wars, it brings characterisation and more story to the mix, with the unusual trick of permanently killing off characters should they fall in combat. I like it better than Advance Wars as you’re not controlling anonymous soldiers, but unique characters with enough of their own abilities to make that trick of restarting the mission from scratch if you get any of them killed difficult to resist.
  • Legend of Zelda: Minish Cap – There has to be a Zelda here, obviously. I picked this over the sterling port of Link to the Past (still a classic) just because of what a surprise it was, arriving with little fanfare and turning out to be a brilliant little Zelda game. Tons to do and featuring the charming animations from Four Swords, and presentationally let down only by the mildly annoying voice samples, it’s a slightly whimsical but no less essential take on the series. Plus it came to Europe first, showing that Nintendo only dislikes us rather than outright hating us.
  • Mario & Luigi: Superstar Saga – Speaking of whimsy, this game almost defines the word. It wasn’t long ago that Nintendo kept such a tight grip on their flagship that something like this – to Super Mario RPG as Hot Shots is to Top Gun – would never have happened. It’s a great RPG in its own right, with some recognisable Mario hallmarks, but is also one of those rare games that manages to be funny. It has an Engrish-speaking boss, for God’s sake!
  • Metroid Fusion – Super Metroid is my favourite game ever, so I have to have this in here. While it tended to hand-hold – Samus now has an AI companion that tells her where to go – Fusion proved that it still works in 2D, even after the seemingly permanent shift into 3D first person. It also boasts some of the prettiest visuals on the system and brought to the table a truly threatening bad guy. Or girl. Castlevania has done it twice, so can we get a 2D Metroid on the DS, please?
  • Super Street Fighter II Turbo Revival – Street Fighter II shouldn’t work so well with two face buttons, but this has been one of my most consistently played GBA games since I got it in 2001. In fact, this summer, when I was tragically limited to my Micro and one game, this is the one I chose. Since the GBA lacks a puzzle game as perfect as Tetris DX, this is my next best thing.
  • WarioWare: Twisted! – How many of these games have there been now? However many, this is probably my favourite, even up against the original. The use of a twist sensor is ingenious and the team of course comes up with a couple of hundred inventive ways to use it. For a new twist (ba-dum tish!), play it by spinning yourself, rather than the GBA, in circles.
  • Yoshi’s Island: Super Mario Advance 3 – The 2D platformer to rule them all, even twelve years after its release this game still looks and plays wonderfully, and will continue to age better than the early attempts at 3D of its contemporaries. It’s testament to how much talent was poured into this game that even with essentially the same components and art assets, a less able team couldn’t make something nearly as good as the original. For more on the game, read my retrospective.

Unless you want it to die, don’t forget to lobby Nintendo for an English-language version of Rhythm Tengoku. It’s a top game that hardly anyone’s heard of, and the GBA deserves to go out on an original title rather than a SNES port. Even if said port is one of the finest RPGs ever made.

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?