Tag Archives: Super Mario Bros

Super Mario Maker (Wii U)

Super Mario Maker

Developer(s) – Nintendo EAD Group No 4

Publisher(s) – Nintendo

Director – Yosuke Oshino

Producer(s) – Tazashi Tezuka & Horiyuki Kimura

PEGI – 3

Partly inspired by the Super Nintendo classic Mario Paint, Super Mario Maker is a game in which players are given the facility to design their own Super Mario courses. And share them across the Internet with players from around the world. Personally, whilst I was mightily impressed with the practically infinite amount of replay value there is to be had with this title, I did have a few issues with it preventing me from being able to call it the ultimate Mario experience.

Graphics – 8/10

The templates available to players to create their own Super Mario levels consist of the conceptual and technological design of the original Super Mario Bros, Super Mario Bros 3, Super Mario World, and New Super Mario Bros U. By proxy, players will already know that they will eventually be in for a whirlwind of customization options. It involves some of the most wonderfully outlandish conceptual designs in video game history.

If that weren’t enough, Nintendo has also added a few new elements into the mix that can be implemented. Such as distorting scenery to add to a stage’s level of challenge. And a whole range of sound effects and scenery effects like fireworks. And funny noises are activated whilst interacting with a certain object in each stage. In some of the better-level designs I’ve encountered so far, I’ve been impressed with how Nintendo has managed to keep the franchise relatively fresh and creative even after thirty years.

Gameplay – 7/10

As mentioned, what Super Mario Maker entails is players designing, sharing, and playing a multitude of different Super Mario courses based on four templates of four classic Mario games. Different elements can be unlocked through either playing other people’s courses or through the nine-day unlocking cycle. But there is another way of getting around this for anyone who would prefer to have these features unlocked even sooner. All that the player must do is experiment with the creating mode for 5 minutes at a time.

At this point they will receive a notification that new features will soon be available. After this, the player can then set the date forward by a day in the system settings. And reload the game. And the new features will become available. This can be done multiple times until all the features are unlocked. However, one problem that I think will always apply to this game is that the levels present will always vary in quality from either masterful to exceedingly boring. Since the content is almost solely user-generated. I’ve already encountered this problem whilst playing, and I don’t think this at least is likely to ever change.

Controls – 10/10

There is hardly anything to say about the game’s controls since it consists of a control scheme. Which has already been around for thirty years, and has been perfected all this time. Super Mario Bros. set the standard of how a 2D side-scrolling video game should be correctly developed. And by proxy, there was never going to be an issue with controls.

Originality – 6/10

Though the entire concept of user-generated content. And modding is by no means anything new to the world of gaming, Nintendo has still managed to at least keep the Mario franchise relatively fresh by adding a gameplay concept new to it. Whilst along the way, adding new elements never seen in Super Mario stages before. Ultimately, the majority of what uniqueness this game holds lies in the player’s ability to design as many rich and varied courses as possible. And from what I’ve seen so far the quality of that has ranged from captivatingly unique to courses that Nintendo themselves would despair at if they were to see them for themselves.

Happii

Overall Super Mario Maker is a very decent game. It also has the potential to be even better still if Nintendo decides to provide players with even more course templates. And elements as the next few months or years go on. In my opinion, it could potentially pave the way for Nintendo to make even more of these kinds of games. Which could be extremely interesting if they decide to do so. It would be just another example of how this franchise could possibly continue to establish new trends in the world of gaming.

Score

31/40

7.5/10 (Good)

Super Mario Land 2: 6 Golden Coins (Game Boy)

Super Mario Land 2 6 Golden Coins

Developer(s) – Nintendo R&D1

Publisher(s) – Nintendo

Director(s) – Hiroji Kiyotake & Takehiko Hosokawa

Producer – Gunpei Yokoi

PEGI – 3

As another Game Boy Game developed under the watchful eye of the late great Gunpei Yokoi at Nintendo R&D1. Super Mario Land 2 is, in many ways, a massive improvement on the original Super Mario Land. Introducing a new world in the Mario series. As well as a new objective. It was also the first time gamers were introduced to the character of Wario, giving the Mario universe a new and more stable villain than Tatanga from the previous Mario Land game. After having first played this game only very recently, I can say it is definitely a must-have for anyone with a Game Boy. Or a 3DS since it is on the Virtual Console.

Graphics – 9.5/10

One of the most noticeable improvements is most definitely in the visuals. Whilst settings and character sprites may take up more of the screen than they did in the original game, that sacrifice is most definitely worth it. Not only does everything in the game look in far more detail. But unlike in Metroid 2, there is a very even balance between graphical detail. And how much of the screen is taken up by this.

Not causing as much of a hindrance as many people have cited about the second outing of Samus Aran for the Game Boy. Also. Whilst the game’s soundtrack may not be as stellar as the original Super Mario Land, one noteworthy thing is that Kazumi Totaka composed it. And the fabled Totaka’s Song Easter egg can indeed be found within the game. On the game over screen, wait for 2 minutes and 30 seconds, and it will play.

Gameplay – 9.5/10

Although the visuals have been drastically improved, and the adequate level of variety in setting design has been very much adhered to, the most significant improvement to me, is the gameplay. Playing out less like the classic Super Mario Bros. game. And offering a gameplay experience more akin to Super Mario World, it offers greater variety in gameplay as well as the ability to finish it in any order the player so desires. Indeed, 6 Golden Coins was actually one of the largest games ever developed on the Game Boy at a whopping 4 megabits. It may seem like a very small amount by today’s standards, but at the time that was a big deal. Especially for a handheld monochromatic system. As well as that, the same amount of stern challenge is also present as it was in the original game.

Controls – 10/10

The only gripe I had with the control scheme in the original Super Mario Land was that the controls could be somewhat unresponsive at times. And that it could cause a bit of pretty unnecessary frustration. Thankfully, however, the developers didn’t repeat the same mistake with this title. And there are fortunately no issues to address.

Lifespan – 5/10

Another improvement made was to the lifespan. The original Super Mario Land could be completed in a time of merely half an hour. But the second game can be to last closer to 2 hours. Whilst that isn’t really that significant an improvement. Especially compared to Super Mario World itself, the thing to bear in mind is that a Game Boy cartridge could only hold so much memory. And it would still be a fair few years before advancement in cartridge technology would allow for significantly bigger open worlds and even more gameplay. Like that which would be seen in the Pokémon games.

Storyline – 7/10

Aside from the gameplay being an improvement, there is also a slight positive deviation from the regular story of Mario having to travel to save a princess in the form of something quite different. In this title, Mario must retake his castle. Which has been stolen by a new villain named Wario. To do this, he must travel the land in order to find the 6 golden coins needed to regain access to the castle. And thereby entering to defeat Wario.

Originality – 7.5/10

With a new world, a new villain, and even a couple of new power-ups thrown in for good measure, I’d say that the second Super Mario Land game keeps the series a fraction fresher than the original game did. The difference is that more things that were introduced to the franchise in the second game would go on to become staples of the series. This was good in the way that that, in itself, would lead to Nintendo taking the character to greater heights of success in the future. With the likes of Super Mario 64 and Super Mario Galaxy.

Happii

In summation, Super Mario Land 2: 6 Golden Coins is a thoroughly enjoyable Mario game. And I would recommend it to anyone else who may not have played it yet. Or have been sitting on the fence about trying it out. It may be a considerably aged game. Especially compared to the many Mario games that have come out on other handhelds since. But it plays out just as well. If not better.

Score

48.5/60

8/10 (Very Good)

Super Mario Land (Game Boy)

Super Mario Land

Developer – Nintendo R&D 1

Publisher – Nintendo

Director – Satoru Okada

Producer – Gunpei Yokoi

PEGI – 3

Super Mario Land is one of the most outstanding Game Boy games for me for a number of reasons. Developed by Nintendo R&D 1 and produced by the late great Gunpei Yokoi. Super Mario Land for me, definitely earns its place as one of the more fairly memorable installments in the illustrious Super Mario franchise.

Graphics – 9/10

Super Mario Land presents players with a pretty decent level of variety in level design. With courses ranging from being influenced by Egyptian and Chinese cultures. As well as other courses having a more classic Super Mario feel to them. The variety in level design compensates for the initial lack of color on the Game Boy’s screen nicely. But what I absolutely love about this game and the biggest source of childhood memory for me personally, is its stellar soundtrack. Composed by Hirokazu Tanaka, the theme for the first level, in particular, has had a huge nostalgic impact on the gaming community. And does a flawless job of setting the happy-go-lucky tone of the entire game.

Gameplay – 9/10

Whilst Super Mario Land pretty much plays out like any other typical Mario game before it. And other future Mario games afterward, what stands out about Super Mario Land for me is its surprising level of challenge. Especially compared to that of previous installments in the series. Though Super Mario Land is short, many levels do require a bit of lateral thinking to get through I find. Even after over 20 years, there were parts of the game that I struggled with when I played it to finalize my review.

Another standout feature that came with Super Mario Land. What had never been seen in any other Mario game before, and few since, is the rail-shooting aspect of gameplay. Inspired by Gunpei Yokoi’s Kid Icarus series, Super Mario Land presents players with the challenge of guiding Mario through the level on either a place or in a submarine. With guns attached to them to shoot enemies along the way. This made for a very nice change of direction in terms of gameplay. One of many examples of Yokoi’s philosophy of lateral thinking with withered technology.

Controls – 9.5/10

Compared to other installments in the series, prior, Super Mario Land’s controls seem a little bit unresponsive. Mario sometimes may not jump when the appropriate button is pressed, which can cause some mild frustration. But otherwise, the entire formula works as it was intended, which. As it had been long since perfected in the video games industry, was to be expected.

Lifespan – 3/10

For me, this is the aspect whereby the game falls short of the most. As it can be completed within half an hour. Whilst the game is extremely enjoyable to play, like most titles in the franchise’s history, it still feels like far too fleeting an experience. Given how short a time it can be made to last. Beginners will spend quite some time losing lives, but for experienced players, it can be completed in less than twenty minutes. Which even for a Mario game, was just far too short.

Storyline – 6.5/10

The story of Super Mario Land follows Mario’s adventure to rescue a character new to the franchise at the time, Princess Daisy. From the mysterious alien Tatanga, who plans to force her into marriage. Whilst the basic premise is identical to any typical Super Mario game, it is fractionally different from other prior entries in the series. And did introduce a few new characters who would later become much more stable in years to come. And incorporates a new villain to the Mario series as opposed to simply bringing back Bowser again. But overall, the game’s story is not exactly what one would call a blockbuster. Especially as this game was designed at a time before video games were officially considered to be a valid form of artistic expression.

Originality – 7/10

Although Super Mario Land does ultimately play out like most other Super Mario installments, it was kept fresh enough with the introduction of new gameplay elements as well as new characters and scenery to go with it. I think it’s pretty regrettable that the rail-shooting aspect of gameplay has appeared in no other mainstream Super Mario title since, as it was a good idea. And it kept gameplay intense as well as challenging.

Happii

In summation, Super Mario Land is a must-have for old and new fans of the series. For me personally, it doesn’t get any more nostalgic than this and will keep newcomers to the series for the short time it lasts. And present them with a fairly stern challenge along the way.

Score

44/60

7/10 (Fair)

Super Mario Galaxy (Wii)

Super Mario Galaxy

Developer(s) – Nintendo EAD Tokyo

Publisher(s) – Nintendo

Director – Yoshiaki Koizumi

Producer(s) – Takao Shimizu & Shigeru Miyamoto

PEGI – 3

The official 3D platformer in the series since Super Mario Sunshine on the GameCube, Super Mario Galaxy presented players with the most innovative Mario game since the days of the Nintendo 64. And has since become a cult classic. And is considered a must-have game for anyone who owns a Wii. It is indeed a very unique game and makes for one of the better titles on the Wii overall. Even at the time of its release, I did have one or two issues with it. This prevented me from being able to personally consider it to be one of the best Mario games of all time.

Graphics – 9/10

The conceptual design of Super Mario Galaxy is also unlike any other Mario game to have ever been developed prior. Introducing players to a world made up of standalone galaxies and traversable planets. There is also a wide variety of new characters and settings, which have since become staples of the series. Appearing in the likes of Mario Karts 7 and 8. On top of that, there is also extremely effective use of lighting and textural detail. Indeed, factors like that, make the final cutscene one of the most breathtaking I’ve ever seen in any video game in general.

Gameplay – 7.5/10

Playing out very similarly to Super Mario 64. But going unanimously beyond the quality of Super Mario Sunshine, it involves simply traversing each stage of the game to collect as many stars as possible. And thereby ultimately reaching the last boss. There are a good few stars to have to collect with the added incentive of being able to play as Luigi once this is done. And then being given additional objectives afterward. There is also a ton of new power-ups for players to take advantage of in order to progress through the game. Such as the ability to transform into a bee or even one of the boos.

Controls – 9.5/10

Normally, when video games try to incorporate a new or unique control scheme, it usually becomes a question of trial or error. Such as in Lair or Sunset Overdrive. But it’s surprising to see how few issues there are in Super Mario Galaxy. Considering how different and off-the-wall it is compared to not only other Mario games before it but other video games in general. There are one or two issues regarding the camera angle. But they don’t become anywhere near enough of a problem to render the game unplayable by any means.

Lifespan – 6/10

The one thing I was disappointed by, however, was the game’s lifespan. To do everything will take an average of roughly 20 hours. Taking into account things like larger-level designs than in Super Mario 64. And more to play for than in Super Mario Sunshine seems evermore underwhelming. It wasn’t until three years later that every single issue I had with this game was addressed in the sequel, including lifespan. But I don’t think the game should lose out on too many marks. Since it does last considerably longer than many other mainstream releases.

Storyline – 7/10

Although the story follows the same basic premise as most other Mario games (Mario must save Peach from Bowser and the job done), it does have a few things differentiating it from other Mario games. The basis of the game’s story involves Mario having to travel through outer space through various portals within an observatory occupied by the new character Rosalina and her companions, the Lumas. A race of people resembling stars. It makes for settings and characters very different from anything else seen in either most Mario or most other Nintendo games for that matter. And the fact that the basic objective remains the same also remains forgivable as well.

Originality – 9/10

Super Mario Galaxy is undoubtedly one of the most unique games on the Wii. And one of the most unique titles of the seventh generation in general. Introducing gameplay mechanics that gamers may have thought couldn’t possibly work otherwise, it was popular enough to spawn a second game and did extremely well to expand on the Super Mario mythos even further. It could be argued that a lot of the ideas in this game stemmed from the canceled Sega Saturn game Sonic Xtreme. But I think this game would have been more impressive if the latter had been released anyway since it takes advantage of an entirely new control scheme and way of playing games.

Happii

In summation, Super Mario Galaxy is indeed a must-have for Nintendo Wii owners. And one of the better Mario titles in recent years. Though the sequel would arrive sometime later and blow this game out of the water in my opinion, this was an extremely good starting point and remains something that players come back to again and again.

Score

48/60

8/10 (Very Good)

Super Mario 3D World (Wii U)

Super Mario 3D World

Developer(s) – Nintendo EAD Tokyo & 1-Up Studios

Publisher – Nintendo

Director(s) – Koichi Hayashida & Kenta Motokura

Producer(s) – Yoshiaki Koizumi

PEGI – 3

Super Mario 3D World has been incredibly well received by critics even before its release in all regions in November 2013. With publications such as Eurogamer, Joystiq, and Destructoid giving the game perfect scores. Both the critical and commercial standpoints seemed to be that this was the reason why people should own a Wii U. But sadly, despite what a good game this is, it has been very much overlooked in both the US and the UK in particular.

In my opinion, it’s nowhere near as great as a lot of the old Mario games. And not even as great as Super Mario Galaxy 2. However, I don’t think Nintendo deserved to have this game so widely neglected in the Western market. It’s an enjoyable game and definitely one of the best Mario games in recent years. Surpassing the likes of the New Super Mario Bros 2. And its predecessor, Super Mario 3D Land, in quality by some margin.

Graphics – 8/10

Whilst the visuals aren’t exactly cutting-edge, as indeed they’re not really supposed to be, the conceptual design of the in-game world and its inhabitants is typical of any Mario game. Wonderfully weird. There’s a nice blend of both classic and new enemies to contend with. As well as a mixture of old and new settings. Most of the different levels in the game are also very intricately designed. And greatly encourage a certain level of exploration in order to find hidden items. Which is always a plus.

But sometimes, I can’t help but feel as if some of the levels are also recycled versions of old ones. As indeed has been the case in other recent Mario games. I also found a few of the boss fights pretty generic. They were clearly recycled from Super Mario 3D Land. However, what sets this game apart from 3D Land is the fact that this game thankfully includes more original bosses than generic ones. A lot like the bosses found in the Super Mario Galaxy series. I’m also a sucker for water effects in games. And Super Mario 3D World certainly has great water design, too.

Gameplay – 8/10

The gameplay is the most important aspect of any game, and Super Mario 3D World certainly delivers in style. Massive improvements have been made to Super Mario 3D Land. In that, there is a lot more variety and things to do. As with the settings and enemies, the gameplay is a very exciting blend of both old and new elements of the Mario franchise. The most classic example is the option to play as Mario, Luigi, Peach, or Toad just like in the NES classic, Super Mario Bros 2. Each character handles differently and there is some level whereby different characters need to be played in order to gain certain collectibles.

The new catsuit also provides some very interesting new gameplay mechanics. Giving characters the ability to climb up walls in order to take shortcuts. And collect hidden items. There’s also another feature whereby the player can collect cherries. Which spawn multiple Mario sprites to control at the same time in order to solve puzzles and reach hidden areas. This element was inspired by The Legend of Zelda game, The Four Swords. Which would always be considered compelling. My only gripe with it is that there could’ve maybe been a few more side quests added. Or at least the side quests that were included could’ve had more of a purpose. If only to make it stand out further as a platform game. Like for example, the stamps to be collected in the game are used to merely customize Miiverse posts.

Controls – 10/10

There’s honestly not much to say about the controls, as there are no problems with them. As I mentioned before, the Four Swords mechanic of controlling multiple sprites at one given time is particularly impressive. Along with the character choice mechanic, which might’ve been missed by some fans of the series. My rule of thumb is when a game has a perfect score in terms of controls, it simply means that there are no complications with them. Even if there’s not much to say beyond that. Unless, of course, there are some overly innovative elements worth talking about, which might make them even more deserving of a perfect score. But even if there are no new control elements, I don’t think there’s any need for a game to lose marks if the controls are implemented correctly, with no problems.

Lifespan – 7/10

On average, this game will take players around 15 hours to complete. Whilst this is a fair amount of time, I don’t think it’s that great. It seems to me to be somewhat deficient. Especially given the amount of time Nintendo had to get this game out. And that there are a fair few recycled elements of Super Mario 3D Land thrown in there. I think if they really wanted this game to have the impact that Nintendo clearly banked it on having over the holiday season, they should’ve made it longer to again, make it a lot more notable when talking about the platforming genre. Nevertheless, 15 hours is just about acceptable for a platform game, and it’s worth playing; if only once.

Storyline – 6.5/10

This, for me, is the aspect in which the game falls shortest on in my opinion. Although it indeed strays away from the thoroughly exhausted plot of Princess Peach being the damsel in distress, as of course, she is a playable character this time around, the story still follows the basic premise of a typical Mario game. Bowser has this time captured seven fairy-like creatures called Sprixies, and Mario and company follow Bowser into a new world known as Sprixie Kingdom in order to save them and defeat him once again.

Personally, I liked the plot of the Super Mario Galaxy series, which introduced several new characters and creatures relevant to the story and mixed it up a little bit more than usual. Unfortunately, I don’t see anything about this game’s story that makes it stand out among most others in the franchise. This is another element of the game that Nintendo probably should’ve spent a bit more time on to have the desired lasting impression they were looking for.

Originality – 7.5/10

Any Mario game is always going to stand out to at least a small extent. Whilst there’s not a great deal in this game to differentiate it from many other Mario games, there’s certainly enough to discriminate it from most of the more recent ones. Various new bosses and some fantastic settings separate it from most of the newest 2D side-scrolling games in the franchise, and there are also a few new gaming elements added that I previously discussed. I think if not for some of the recycled elements of Mario games placed into the mix, I think this game could certainly have had the intended effect on markets away from Japan that Nintendo sorely required to give the Wii U a much-needed boost in sales figures throughout Christmas.

Happii

In summary, Super Mario 3D World is a fun and enjoyable game, and it is indeed worth playing through. There were many other titles released over the 2013 holiday period that unjustifiably hogged attention away from such a good game as this, but I believe Nintendo is capable of doing more with Mario than what they did with Super Mario 3D World.

Score

47/60

7.5/10 (Good)

Super Mario 3D Land (3DS)

Super Mario 3D Land

Developer(s) – Nintendo EAD Tokyo

Publisher(s) – Nintendo

Director – Koichi Hayashida

Producer – Yoshiaki Koizumi

PEGI – 3

Released relatively early into the shelf life of the 3DS, Super Mario 3D Land was universally praised upon release and has since sold over 10 million copies. Making it the third best-selling game for the system, as of this writing. The series has been lacking in innovation for the past few years. This game can be seen as an example of this, it’s nevertheless a fairly enjoyable game. And has a decent level of challenge, which is unusual for a Mario game. Even to veteran players.

Graphics – 7.5/10

As with most installments in the series, the conceptual design of the game is quite varied. The game is set in several differently-themed worlds and levels. There aren’t a lot of new elements to most of the scenery. The same boss is recycled a good number of times, as in New Super Mario Bros 2. But there are also a few hidden secrets to be found. Along with many of the hidden coins throughout the game. Such as a dungeon area, paying homage to The Legend of Zelda series. References to Mario have been rife in The Legend of Zelda series since its inception. But it’s interesting to see that in this case, it’s very much the other way round.

Gameplay – 7.5/10

In a lot of ways, 3D Land plays out a little like a mixture of Super Mario Galaxy 2. In that levels have to be unlocked via the discovery of three hidden coins through each other level. And any classic Super Mario game, due to its linear progression. As opposed to the free-roaming style of play synonymous with many 3D Mario games. It’s quite satisfying to solve each elaborate puzzle placed in the game. And to complete it to 100%. However, I think I would have been bitterly disappointed if one-half of the game hadn’t been unlockable after finishing the first half. I think if it had ended at the point of rescuing Peach, I would feel very differently about it.

Controls – 10/10

Super Mario 64 pioneered the 3D platforming genre, and an integral reason why was because it had a very innovative control scheme. Yet one that was simple to get to grips with whilst players were experiencing the transition from 2D to 3D gaming. Since this game uses more or less the same control scheme. And because each level is of a much more linear progression, there are absolutely no complications. And it’s interesting to see how many more functions have been added to the overall formula.

Lifespan – 7/10

As I alluded to, the first half of the game can take up to an average of 7 and a half hours to finish, which is why if it had ended at that point, even after taking in the side quest, I would have been left feeling much more jaded by the entire experience. Taking the second part of the game into account, however, it can be made to last roughly 15 to 16 hours, which for a linear Mario game, is fairly impressive.

Storyline – 4/10

As thoroughly milked over the past 30 years, Mario is on yet another expedition to stop his arch-nemesis Bowser and save Princess Peach. The only difference is that afterward, he must then save Luigi. Mario game is generally not played for their story. But for what great gameplay there is, I can’t help but think that even after repeating the same story beyond the release of this game in 2011, Nintendo could have come up with something different. They have since worked to alter this formula slightly in recent games by introducing new characters and elements to the series. But to me, there isn’t enough of that in this game in particular.

Originality – 6/10

Though combining gameplay elements from different Mario games, and making the entire thing into a fairly cohesive concept, this game is regardless most definitely not one of the most unique titles of the time. It certainly isn’t even one of the most unique Mario games throughout the series’ chronology, since some of the others have helped to pioneer gaming in many different ways. There are certain elements that give the game a fair bit of charm in its own right, such as new power-ups for Mario, but there are also many things that made me think that more effort could have been made in this respect.

Happii

Overall, Super Mario 3D Land, whilst pretty unoriginal and lacking in story, in lieu of the franchise’s tradition it would seem, is still pretty enjoyable to play and satisfying to complete. Things would pick up with the arrival of its Wii U counterpart Super Mario 3D World and various other spin-off Mario games, but none of this is to say that this game is a failure.

Score

42/60

7/10 (Fair)

New Super Mario Bros 2 (3DS)

New Super Mario Bros 2

Developer(s) – Nintendo EAD Group No 4

Publisher(s) – Nintendo

Director – Yusuke Amano

Producer(s) – Takashi Tezuka & Hiroyuki Kimura

PEGI – 3

A direct sequel to the well-received DS revival of the classic 2D side-scrolling formula of the series, New Super Mario Bros 2 was described by Satoru Iwata as being a “completely new side-scrolling action Super Mario in 2D as a key title for the Nintendo 3DS”. To me, however, whilst it was a fairly decent game in its own right, it doesn’t have the kind of innovation in gameplay, as Iwata seemed to imply that it did.

Graphics – 7/10

Where this game impresses most in terms of visual presentation is from a technical standpoint in my opinion. It is certainly one of the better-looking titles on the system in this respect, and I think compared with other portable Mario games, there is a lot more textural detail. Mostly made evident by the many objects and elements made out of gold to go along with the entire tableau of the game. It does suffer somewhat from a conceptual standpoint, however. Since many of the different themes of the individual world had been seen in not only the original New Super Mario Bros but in New Super Mario Bros Wii before it.

Gameplay – 7.5/10

Playing out like most other classic Super Mario games, it follows the same 2D side-scrolling formula that Nintendo built upon vastly with the creation of the original NES classic. The difference is that in this game, coin-collecting has a slightly greater bearing on gameplay than in most other titles in the series. The problem being is that it doesn’t have as much bearing that players would most probably have expected before playing, and the reward for collecting one million coins is nothing more glorious than a new title screen. Nonetheless, it plays out as well as any other 2D side-scrolling Mario game. And there’s not much wrong with that.

Controls – 10/10

Nintendo not only reinvented the overall idea of what a good 2D side scroller should be for the better. But they also fine-tuned the control scheme of any typical game of its kind. Making it much easier to cope with than in other 2D side scrollers prior. Therefore, there should have been no problems with the controls of this installment, and nor are there. I’ve always found the tiny Mario a little bit hard to cope with, but that’s semantics.

Lifespan – 7/10

With a lifespan of around 15 to 20 hours, depending on how many coins the players wish to end up collecting, it may not be the longest experience ever developed. But it still exceeds the average lifespan of most other 2D side scrollers. From the third and fourth generations of gaming or otherwise. I don’t begrudge games like this lasting that long, since whilst they can seem linear. Especially these days since the formula has been repeated time and again, they still make for exceptionally fulfilling experiences if done right.

Storyline – 4/10

Once again, Mario is pitted against Bowser in order to save his constant damsel in distress, Princess Peach. This concept has been exhausted since even the later days of the NES. And is in my opinion, one of the most beaten dead horses in video game history; if not, the most. These days, it can be automatically assumed that people don’t play Super Mario Bros for the plot. With the exception of a few standout games, like most games in the Super Mario RPG series for example.

Originality – 4/10

Although it is always entertaining to pick up a new Super Mario Bros game, they aren’t always kept as fresh as most gamers would most probably like them to be kept. New Super Mario Bros 2 is literally a shining example of this with all the gold riddled across it. Another huge gripe I have about this game is the exceptionally poor quality of the majority of boss fights. Most of which are increasingly harder variations of the four rotating rhino boss first found in Super Mario World. The Super Mario series has never been particularly renowned for its boss fights anyway. But this takes the cake.

Niiutral

Overall, despite its many different faults, New Mario Bros 2 may be one of the worst entries in the series in my opinion. But that isn’t to say it’s a terrible game; just a very unoriginal and repetitious one. Nintendo has gone on to make a few more varied and unique games in the series. But this isn’t one of their most standout efforts, unfortunately.

Score

39/60

6.5/10 (Above Average)

Mario Paint (Super Nintendo)

Mario Paint

Developer(s) – Nintendo R&D1 & Intelligent Systems

Publisher(s) – Nintendo

Director – Hirofumi Matsuoka

Producer – Gunpei Yokoi

PEGI – 3

Released on the Super Nintendo in 1992, and making use of the SNES mouse peripheral, Mario Paint allowed players to create their own personalized artwork within a video game. It was extremely well received by critics. AllGame even stated that it was  “perhaps the most ingenious and inspired idea Nintendo ever came up with for a product”. Although I personally wouldn’t label it as such, nor even give it a perfect score as they did, I do need to state as a prerequisite, I spent a lot of time playing this game. And I still think it holds up for various reasons.

Graphics – 6/10

Though many people may argue that Nintendo didn’t include much within the game to give players a rough idea of what possibilities lay before them. And the general layout of the games looks extremely empty, that was the point. The game was all about players having to use their own imagination to create whatever they saw fit. Though Nintendo had failed to put out a decent educational game prior to this, it was successful due to the fact that it would encourage creativity. Eventually even leading to schools contemplating using the same method. This game was also one of the first to include the famed Totaka’s song. Which would become synonymous with many other big-name Nintendo releases.

Gameplay – 6.5/10

As well as creating pictures, the game also offers a variety of different activities. Including composing music pieces, animations, and even a hidden mini-game called Gnat Attack. Whereby players must swat various insects flying across the screen in a somewhat Galaga-esque fashion. Though the picture-drawing aspect may have been rendered redundant over the years, the game still retains a fair bit of replay value in these other activities. And whilst not deserving of a perfect high score, does provide quite a bit of entertainment.

Controls – 10/10

Since this game primarily relied on the use of a mouse and pad, there were never going to be any problems. Especially at this point. Since home computers were well on their way to becoming something only used to play video games to a household necessity.

Originality – 9/10

Even though many of the ideas this game perpetuated have since been fazed out by PCs and laptops, the fact of the matter remains that there was no game like it at the time of its release. Many video games at the time may have spoken of creativity in their own ways. Despite the lack of technology compared to what is available now. But his game encouraged it in its players. As well as presented them with a retro arcade gaming experience in the process.

Happii

Overall, Mario Paint stands out as one of the most unique gaming experiences on the Super Nintendo. It isn’t one of the greatest games to have ever been developed and hasn’t held up well with the times like many other games of the era have. But many gamers will still be able to find a use for it.

Score

31.5/40

7.5/10 (Good)

Mario Kart: Super Circuit (Game Boy Advance)

Mario Kart Super Circuit

Developer(s) – Intelligent Systems

Publisher(s) – Nintendo

Director(s) – Takashi Ando & Yukio Morimoto

Producer(s) – Shigeru Miyamoto & Kenji Miki

PEGI – 3

Handing over the development of the series to Intelligent Systems, Mario Kart: Super Circuit marked the first time that the series appeared on a handheld console. And was well-received by critics upon release. Going on to become the fourth best-selling game on the system behind Pokémon Ruby & Sapphire, Pokémon Fire Red & Leaf Green, and Pokémon Emerald. Speaking as a long-time fan of the series, the contenders for the worst game, in my opinion, were this and Mario Kart: Double Dash!! But after having replayed both of them in recent years, I’ve come to the conclusion that Super Circuit is indeed the worst game in the series. But still, this is not to say that it’s a bad game. It’s just the worst of an excellent series.

Graphics – 5/10

One of the worst things about it is most definitely the conceptual design. Which track by track, ranges from good to barely passable. A lot of the ideas Nintendo tried for new track designs outside the usual tropes of the series are pretty poorly designed. Such as Cheese Land and Riverside Park. But at the same time, many tracks go along with the motifs of the series. Such as Peach Circuit and Mario Circuit, are also quite poorly designed. The best kinds of tracks in the game are those following the themes of Bowser’s Castle and the haunted house courses. The uniquely themed tracks also get fractionally better as the game progresses. But the best in conceptual design throughout the series would be yet to come.

Gameplay – 7/10

The game plays out like a mixture of both Super Mario Kart and Mario Kart 64. And for the most part, the courses do provide a fair level of challenge. But again, there are courses that can be criticized in this respect too. Mario Circuit is a prominent example since it was placed in the Flower Cup. Yet I personally found it easier to win than Peach Circuit in the Mushroom Cup, which goes against not only the tradition of Mario Kart but that of gaming in general. Since games are supposed to get harder as they progress. Otherwise, it plays out just as well as any other game in the series.

Controls – 10/10

By proxy, there are also no issues with the controls. Both the prior games in the series had been largely a test of trial and error since they were drastically different from the other (with both of them passing that test). But somehow, the controls feel a lot smoother than Super Mario Kart with elements of the control scheme of Mario Kart 64 thrown in. It seems easier to make narrow turns and easier to accurately aim weapons than in the original game.

Lifespan – 8/10

If players don’t have another gamer to partake in multiplayer with (which would make the game last for as long as their own interest in it), it can take fractionally longer than the original two games to complete. Since it has five tournaments as opposed to the traditional four. There are also additional game modes to add to the title’s longevity in the battle mode, quick run, and time trial modes. So fans of the series will have more than enough to do throughout.

Storyline – N/A (10/10)

The Mario Kart series has never had a story attached to it, and it never should, I don’t think. At this point especially, I believe that trying to add a story to a Mario Kart game would be a pretty bad move on Nintendo’s part unless they can do it in such a way that it does nothing to hinder gameplay to any kind of extent. It worked particularly well in Diddy Kong Racing. So if Mario Kart were to ever become an open-world kart game, a story may work.

Originality – 2/10

The Mario Kart series would later become quite innovative. Including a number of new features with each installment. But in Super Circuit, there is next to no innovation. As it was indeed largely influenced by the two prior games. Nintendo tried to create a game that was more evolutionary rather than revolutionary, but due to the mixed quality in track design, I didn’t find it to be the evolutionary experience that Nintendo intended it to be.

Happii

However, much as I’ve complained about Mario Kart: Super Circuit, it still remains a solid gaming experience, and much better than any generic racing game that was either out at the time or what had been released prior; or even that has been released since. To me, it’s acceptable since it plays out as any Mario Kart game should, but other games in the series have since gone above and beyond what was on offer here.

Score

42/60

7/10 (Fair)

Mario Kart: Double Dash (GameCube)

Mario Kart Double Dash

Developers(s) – Nintendo EAD

Publisher(s) – Nintendo

Director(s) – Kiyoshi Mizuki, Yasuyuki Oyagi, Futoshi Shirai & Daiji Imai

Producer(s) – Shigeru Miyamoto, Tadashi Sugiyama, Shinya Takahashi & Takashi Tezuka

PEGI – 3

The fourth installment to the most successful spin-off series in video gaming history, Mario Kart: Double Dash provided gamers with a slightly different take on the kart racing genre, by adding the feature of having two characters to each kart allowing for more weapons to be held at any one given time, and also allowing for online play; though in a much-limited capacity to what gamers of this day and age are accustomed to. Unfortunately, however, I’ve never thought as much of this game as many other entries in the franchise. It would be a choice for me between this and Super Circuit as the two main contenders for “the” worst game in the series, for a number of reasons.

Graphics – 5/10

One reason why I believe this game doesn’t match the quality of most other Mario Kart titles is because the visuals are not the best on the GameCube; either from a graphical or conceptual standpoint. The tracks are some of the worst in the series; even including my all-time least favorite track; Baby Park. Aside from that, it also had most probably the worst incarnation of Rainbow Road in the entire series. There are a select few tracks that stand out, but nowhere on the same levels as the track in entries such as Mario Kart 8, Wii, or even 7.

Gameplay – 6/10

For the most part, the game plays out pretty much like any other Mario Kart game, and the addition of a second driver does make for an interesting twist in gameplay since players can be at a disadvantage if the passenger falls off after taking too many hits from items. The problems are that most of the tracks in the game don’t necessarily make for a particularly grueling challenge, in lieu of the series’ tradition, and they also added something else, which has been a recurring thing in other Mario Kart games since that I have never been a fan of; cannons. In some tracks, there are cannons that transport players from one area of the course to the other, and to me, it’s always been a sign of developers literally cutting corners.

Controls – 10/10

The best thing I can say about this game is that despite the introduction of new mechanics, it stays true to the classic Mario Kart formula, and consequently, there are no complications to address. The only problem that can be even vaguely associated with it is that the sound effects of switching drivers can become relentlessly repetitive.

Lifespan – 8/10

Completing each tournament in each class can take up to 5 to 6 hours, but after that, if players have access to the Internet via the GameCube, they can, of course, indulge in online play, which will add even more to the lifespan; an idea which in all fairness, I am pretty happy to have seen become a stable of the series. There is also a little bit more incentive added in the unlockable characters and unlockable cars; something else that would become a regular feature, much to my delight.

Storyline – N/A (10/10)

The Mario Kart series has never had a story attached to it, and it never should, I don’t think. At this point especially, I believe that trying to add a story to a Mario Kart game would be a pretty bad move on Nintendo’s part unless they can do it in such a way that it does nothing to hinder gameplay to any kind of extent. It worked particularly well in Diddy Kong Racing, so if Mario Kart were to ever become an open-world kart game, a story may work.

Originality – 3/10

As I’ve reiterated, Double Dash ultimately plays out like most other games in the series; only being much less enjoyable. It does have the one saving grace of having two characters to every one kart, but the cannons throughout a good few of the tracks in this series started off a trend, which I personally would rather have not seen started, making this game original, but for what are in my opinion, the wrong reasons.

Happii

To summarize, however, although Mario Kart: Double Dash makes for a bad Mario Kart game, it doesn’t necessarily make for a bad game in general. It’s much more enjoyable than a fair few other sixth-generation games released at the time, and it still beats any other generic racing game out there hands down.

Scores

43/60

7/10 (Fair)