Although they’ve never produced any all-time classics in the way the primary platformers of the Super Mario series, the Mario RPGs, and the Mario Karts have, the Mario sports title may be the best example of the franchise’s unique ability to seemingly make any genre more fun simply by having its name associated with it. Even those who have no interest whatsoever in any given sport should still be able to find enjoyment out of it when it’s given a Mushroom Kingdom twist. I mean, when you add in characters like Luigi and Donkey Kong, and then throw in some crazy gimmicks and special moves, something like golf suddenly becomes a lot more interesting. Perhaps the most consistent of Mario’s sporting endeavors are his ventures into tennis. The newest entry, Mario Tennis Aces, perhaps polishes up the core gameplay more than any previous Mario Tennis title, though it does come at the expense of a relative lack of content.
Mario Tennis Aces seems to be all about refining what we’ve come to know about Mario Tennis. In this sense, the game is a roaring success. Mario Tennis gameplay has simply never felt so smooth and fluid. No matter which character you pick, the game feels great to control, with slight differences given to each character based on their weight class (don’t expect Bowser to move as gracefully as Rosalina). Mario Tennis Aces features a variety of control styles, all of which feel comfortable, though my personal preference is a Joy-con in each hand.
Different types of shots are mapped to different buttons on the controller, while combinations of those buttons (one to prepare to strike the ball, one for the strike itself) add to the mix. Should you charge a shot long enough before striking the ball, you build up energy, which can be used to slow down time, perform a quick counter-shot, and – if the energy meter is completely full – a special move. Additionally, stars appear on the court from time to time, which allow players to perform a “zone shot,” which briefly brings things to a first-person view for player’s to throw an exceptionally fast ball.
This brings me to one of the more disappointing elements of Mario Tennis Aces’ gameplay: the zone shots and character specials are more or less the same. The only difference is that the special moves come with a unique animation beforehand, and do more damage to your opponent’s racket. If a player (or the CPU) doesn’t time the ball just right after their opponent hits a zone shot or special, their racket will take damage. With enough damage, your racket will break, thus ending the game early.
It’s easy to imagine this being a divisive mechanic. On one hand, it provides a unique spin to the series, and adds a different element of strategy to the proceedings as you gain energy and plot to build up to the point of destroying an opponent’s racket. But on the other hand, it kind of makes a drastic change to the very game of tennis. But if you’re among those frustrated with the mechanic, you can always turn it off.
Though this leads to another questionable design decision for the game. While you can choose whether or not your rackets can break during a match, you cannot change the length of a match or set in a game of tennis. And, bizarrely, you can’t directly select which court you wish to play on, instead having to “deselect” stages you don’t want on the options menu, which seems unnecessarily arduous. Perhaps in another tennis game it wouldn’t be a big deal, but given the unique themes and gimmicks of Mario Tennis courts, it would make a basic level select option all the more ideal than in normal circumstances.
Thankfully, the core gameplay is so much fun, that if you’re playing multiplayer (whether online or next to a friend), you might not mind the limited options. Single player, however, does leave a bit more to be desired.
The primary single player mode in Mario Tennis Aces is an adventure mode that sees Mario on a journey to collect five power stones to stop the power of an ancient, evil tennis racket, which has taken control of Luigi, Wario and Waluigi. It’s a surprisingly humorous story mode with its wacky plot, and it features some fun RPG elements to it (Mario can gain experience points and levels, and additional tennis rackets can be obtained through optional stages). Not to mention it provides a fair bit of variety in its challenges. The downside to the story mode, however, is its severely fluctuating difficulty curve.
You would think that the stages would gradually get more progressively difficult as you go, especially seeing as this is a Mario game, and that’s an area in which the franchise usually shines. But the challenge of the story mode in Mario Tennis Aces is all over the place. You’ll go from a ridiculously easy stage to a ludicrously difficult one at any given time, with seemingly no warning as to when the difficulty is going to spike to a new high or drop to relaxing low. Two stages in particular – against Blooper and Boom Boom, of all characters – gave me a considerable challenge. The story mode does provide some solid fun in the gameplay, variety and RPG elements, but the inconsistent difficulty may be too jarring for some.
Even with these issues, however, Mario Tennis Aces is an undeniable good time. The sheer polish that exudes from its gameplay marks a new high for the series, while free play and tournament modes give multiplayer a huge amount of replay value. Add in the fact that you can not only play as series regulars like Mario, Luigi, Peach and Bowser, but entertaining newcomers like Spike and Chain Chomp, and you have one of the most distinctly ‘Mario’ of all Mario sports titles. If Nintendo and Camelot can take this core gameplay for the next entry, while refining the single player campaign and adding more play styles and customizable options, and we could have the Mario Kart 8 equivalent of Mario’s sports titles. As it is, well, the pieces are in place.
*Review based on Super Mario RPG: Legend of the Seven Stars release as part of the SNES Classic*
Since its inception in 1985, the Super Mario series has proven to be the avant garde of video games, prioritizing gameplay innovation and concepts unique to the video game medium over all else. This design philosophy has not only allowed the core platformers of the Super Mario series to consistently reinvent themselves, but has also turned its titular plumber into gaming’s renaissance man, able to adapt to seemingly any genre Nintendo decides to cast him in. Of the various “spinoff” Mario titles, Mario Kart gets the most widespread recognition, as it created the ‘kart racer’ sub-genre while simultaneously producing a series that rivals the core Mario titles in popularity. But while Mario Kart might be the most famous of Mario’s detours, the most outstanding might just be the 1996 SNES classic, Super Mario RPG: Legend of the Seven Stars, the title that sent Mario into most unfamiliar territory.
Super Mario RPG was a bold venture. A joint effort between series’ publisher Nintendo and Final Fantasy developer Square-Enix (then Squaresoft), Super Mario RPG took the characters and world of Nintendo’s flagship franchise, and merged it with the RPG genre that Square was renowned for. Though a fan-favorite today, at the time many wondered if converting the Mario series into the narrative-heavy RPG genre could work. The fact that Super Mario RPG remains one of the most beloved Mario games should be a testament to just how successful the finished product was. Its hefty reputation is well deserved.
While Super Mario RPG is a joining together of the series and genre of its title, what makes it work so well is how it both pays homage and parody to both parties involved, and turns them on their heads.
The story here is that – just as Mario is about to defeat Bowser for another daring rescue of Princess Peach (here called Toadstool, as she was known in the west at the time) – a massive earthquake hits the scene, throwing Mario, Bowser and the Princess to different corners of the Mushroom Kingdom. The source of this quake is a giant, anthropomorphic sword that has fallen from the heavens and plunged into Bowser’s castle. The sword is called Exor, and declares Bowser’s Keep to be occupied by its master, Smithy, who plans to conquer the rest of Mario’s world.
As it turns out, Smithy is already closer to world conquest than he knows, as Exor slashed through the Star Road on its descent onto Mario’s world, shattering it into seven magical Star Pieces. The Star Road is what allows people’s wishes to come true. With its power scattered into seven fallen pieces, the wishes of the denizens of Mario’s world can no longer come to light. It then becomes a race between Mario and his companions to prevent the Smithy Gang from claiming the seven Stars, which would result in the evil Smithy’s dark desires coming to fruition.
What makes this story memorable is that it both adds a serious narrative to the Super Mario series (for the first time), while still maintaining the franchise’s whimsical lightheartedness. The premise feels like it could have been pulled out of a Disney movie, and the game takes advantage of the nature of the Mario series to add a good dose of humor into the serious RPG plot.
Mario is joined on his adventure by four companions: The aforementioned Princess Toadstool is the obvious ally, but for the first time in the series, Bowser fights alongside Mario in a quest to reclaim his castle. The remaining two members of Mario’s party were original to Super Mario RPG; Mallow, the fluffy, cloud-like black mage of the group, and Geno, an otherworldly spirit occupying an action figure for its body.
It’s a memorable cast of characters. Mario is his usual, silent self, but the Princess becomes something of the ‘tough guy’ of the party after growing tired of being rescued, while Bowser steals the show as the insecure brute with a heart of gold. Meanwhile, Mallow is the kid of the group wanting to prove himself, while Geno has connections to the Star Road and is something of the Gandalf of the team (the wise, old badass). Mallow and Geno left such an impression that – although they have yet to properly appear in another game – fans still long for their return.
No matter how iconic or likable these characters are though, it wouldn’t mean much if the game they starred in weren’t great. Luckily for them, Super Mario RPG was one of the best games of the genre’s golden era, and remains one of Mario’s timeless classics.
The battle system here at first looks like the usual turn-based affair, but with some fresh changes, such as each action in battle being mapped to specific buttons (A for regular attacks, B for defense, Y for special moves, and X for items). The biggest addition Super Mario RPG makes to RPG battles is one that’s subtle, yet game-changing: Action Commands.
During battles, players have more involvement than in other RPGs of the time. During attacks, well-timed button presses can increase damage (and timing them just right during enemy attacks can reduce damage), while special moves have their own interactive elements (repeated button-presses or timing, holding a button and releasing it, etc.). It’s such a seemingly simple twist on RPG norms, but it adds so much more fun to the proceedings than simply selecting items from menus.
There are some small quibbles in that there’s a lack of on-screen directions to inform you of when to use button-presses during many actions (directions are briefly explained before certain special attacks, but others are trickier to figure out). Still, most of the Action Commands aren’t too hard to get the hang of, so nothing’s too cryptic. But if you do manage to master them, you may find that the overall adventure is a bit on the easy side, though I suppose turn-based RPGs aren’t known for brutal difficulty anyway. Still, these hardly qualify as complaints, as they never get in the way of the enjoyment of the gameplay, story, or overall fun.
Meanwhile, wandering through the overworlds is also improved over other games in the genre, with just a dash of platforming added into the mix for – you guessed it – more interactivity than you’d find in other RPGs. The game is given all the more personality when you talk to NPCs, who often put that aforementioned humor on full display. In case that weren’t enough, Super Mario RPG features a myriad of entertaining mini-games and side quests, some of which are exceptionally well hidden.
Being released at the tail-end of the Super Nintendo’s life cycle, Super Mario RPG pushed the console’s capabilities to their limits. Super Mario RPG features highly detailed environments and an isometric perspective to give the game something of a 3D quality, with character graphics that are comparable to the Donkey Kong Country sequels (one enemy monster even resembles good ol’ DK, perhaps to emphasize this).
However, the best aesthetic qualities of Super Mario RPG are in its sounds. Composed by Yoko Shinomura – famous for her soundtracks of Street Fighter II and the Kingdom Hearts series – Super Mario RPG’s score is her masterwork, encompassing a wide range of styles and emotions, and captures that distinct Mario personality while also creating an identity unique to itself. The SNES is widely regarded for the stellar soundtracks of its games, and Super Mario RPG is second only to Donkey Kong Country 2: Diddy’s Kong Quest for the title of best musical score on the platform. It’s an all-time great gaming soundtrack.
Sadly, while Super Mario RPG: Legend of the Seven Stars remains one of Mario’s most memorable adventures, it seems to be the only entry in the entire franchise that was to be a one-and-done deal. It may have influenced spiritual successors in the Paper Mario and Mario & Luigi series of RPGs – which improved on a few individual elements (Paper Mario introduced on-screen button cues during attacks) – but none of them have captured the same magic of the whole experience that Super Mario RPG did, nor have they left the same kind of unique impact on the overall Mario series.
If anything, Super Mario RPG’s isolation from the rest of the Mario series has only helped it endure as one of the most beloved entries in the franchise’s peerless history (it’s even helped inspire games such as Undertale). Here’s hoping that, someday, we might see Super Mario RPG’s legacy continue in some form. For now, however, Super Mario RPG: Legend of the Seven Stars can at least still claim to be among Mario’s greatest adventures, and one of the best RPGs of all time. A legend indeed.
Today is Mar. 10, which means it’s Mario Day! I had originally planned on getting a review for a certain Mario game up today, but I was unable to get it done in time (be patient, my loves). To compensate, let’s celebrate Mario Day with every Mario review I’ve written thus far (Plus one by Mr. AfterStory)!Here we go!
Super Mario Galaxy was released on the Nintendo Wii on November 12, 2007, meaning that today is the tenth anniversary of its (western) release. Wow… I feel old.
Anyway, the ten-year milestone is always a big one, but I feel this is an exceptional cause for celebration in the video game world for a couple of reasons.
The first such reason is that Super Mario Galaxy can be seen as a resurgence of the Super Mario series, which is still going strong these ten years later. Sure, the Mario series never got into any real slump (he’s not Sonic, after all), but aside from the two Paper Mario titles on the N64 and GameCube, it felt like the series had been missing that little something extra after Super Mario 64. But then Galaxy came along and brought the series back to its strongest. Here was a game that could ranked alongside any of Nintendo’s best. And because of it, we later got the holy-crap-it’s-somehow-even-better Super Mario Galaxy 2 a few years later. Sure, Super Mario 3D Land was a bit of a regression, but Super Mario 3D World, while no Galaxy, delivered another Mario great shortly thereafter, largely because of the impact Galaxy made to the series, and its influence on Nintendo’s designers.
This influence stretched past Nintendo’s doors, however, as many other developers sang the praises of Super Mario Galaxy. It also seemed to shift the industry as a whole in a more positive direction. After the early 2000s seemed to transform gaming into “edgelord” mode, where everything was dark and gritty, and vengeance seemed to be the go-to motive for the armies of “anti-heroes” of the time; Super Mario Galaxy’s high praise and strong sales seemed to lighten things up a bit, and reminded people that a colorful, cheerful game doesn’t equate to a bad one. Thankfully, we see a much wider variety of tones and styles in games today then we did in the 2000s, and although that’s not all on Galaxy’s shoulders, it probably is the centerpiece of this shift thanks to its acclaim and influence.
Now perhaps this is just me talking, but I feel like Super Mario Galaxy revived the “perfect 10” in video games. That’s entirely subjective, of course, but I think if you look at most publications’ records of perfect scores, they seemed to pick up in numbers with the release of Super Mario Galaxy. I don’t think critics are any easier in giving perfect scores, I just think games have gotten better, and are at a height they haven’t been in since the 16-bit days. Again, it’s not that Galaxy magically made perfect 10s possible, but it can be seen as the beginning of this high level of quality.
Even on a more personal level, there were plenty of games I enjoyed greatly during the early 2000s, but at the same time, there aren’t a whole lot I’m quick to point out as some of the best games I’ve ever played if asked today. That’s certainly not a knock on those games (again, many of them were great), but as stated, I think Galaxy resurrected that timeless quality in games that hadn’t been seen since the Super Nintendo era.
I mean, when the worst thing I can say about Galaxy is that Galaxy 2 and Super Mario Odyssey are even better, that kind of speaks volumes about it.
Happy tenth anniversary Super Mario Galaxy! An all-time classic, without question.
Much has been said of how Super Mario Odyssey is the return to the “sandbox style” of Mario game found in Super Mario 64 and Super Mario Sunshine. But the truth is it’s much more than that. This is the latest evolution in a series that is no stranger to evolving, as it feels like a culmination of everything Mario has learned up to this point, all tied together with a bag of tricks that are entirely its own. World ensured Mario was an icon to endure past the 8-bit NES, 64 brought Mario into the third dimension and changed the way platformers are played, and Galaxy turned the very nature of the series on its head (often literally). Odyssey is the latest continuation of Mario’s progression, as it contorts and redefines the very foundations of gaming’s greatest icon.
From the get-go, it’s easy to tell that Odyssey is something special. Though the story is the tale as old as time – with the fiendish Bowser absconding with Princess Peach in an attempt to force her to be his bride – there are new twists here that make things feel fresh. The first, and most apparent, is the new cinematic quality given to the game’s events. The story this time around begins with what would be the end of another Mario adventure, with the mustachioed hero coming face-to-face with the King Koopa to rescue Princess Peach.
Bowser, now decked out in a wedding tux, has hired a band of evil bunny wedding planners called the Broodals to aide him in his schemes, which all revolve around the forced nuptials. Bowser manages to get the upper hand in the scuffle, and soon Mario is sent plummeting from Bowser’s airship. Mario awakes not in the sunshine covered grassy hills that would signify the first level of virtually every previous Mario title, but in the Nightmare Before Christmas-esque world of the Cap Kingdom, which is inhabited by spectral hats.
Bowser is traveling the world, stealing different items from various kingdoms to ensure his ceremony is perfect: Flowers from the Wooded Kingdom, sparkling water from the Seaside Kingdom, and a mystic wedding ring from the Sand Kingdom, to name a few of the objects Bowser has apprehended. One of these items happens to be a sentient tiara from the Cap Kingdom (aptly named Tiara), whose brother Cappy is on a mission to rescue her. Mario and Cappy join forces, and soon the duo set off on a globetrotting adventure to save the day.
Being a Mario title, of course the plot is simple stuff, but its cinematic presentation is a new high for the series, with many moments feeling like extravagant set pieces ripped out of Uncharted. And though it’s minimal, a travel brochure that serves as the player’s map contributes a bit of world building, with each kingdom getting some little details given to their environment, citizens, and local industries. Odyssey’s world may never pull at the heartstrings like Rosalina’s storybook, but Mario’s world has never felt more alive.
This is perhaps a bit ironic, because Mario’s world has also never been weirder. The realistically-proportioned humans of New Donk City (the Metro Kingdom) have already gained internet infamy for how they hilariously clash with Mario’s cartoonish self. But that’s far from the end of it, with Odyssey seemingly having a ball implementing whatever art directions and world themes tickle its fancy. The Sand Kingdom is home to sugar skull people inspired by Dia de los Muertos, while the Cascade Kingdom houses a T-rex that looks like it was ripped out of Jurassic Park. There are many other wonderful diversities in Odyssey’s visuals, including one boss who – along with its world – looks more like something from Dark Souls or Skyrim than Super Mario.
Of course, with Mario, it’s the gameplay that always comes first, and that’s as true here as ever. The best part is Odyssey’s distinct sense of weirdness is found even in its gameplay.
Describing the gameplay as weird certainly isn’t a knock on the game’s controls – Odyssey is as much a sequel to the Galaxy duo as it is to 64, as Mario himself retains all his classic acrobatics from those games, and controls just as fluidly as he did in his space ventures – but this weirdness is found in the form of Odyssey’s key new feature: the capture mechanic.
By throwing Cappy, Mario can effectively possess creatures and his classic enemies via his ghostly headwear (think of it like Oddjob from Goldfinger meets Bob from Twin Peaks), with each capture-able character bringing its own gameplay.
Some creatures provide small changes, such as the Cheap Cheap allowing for faster swimming without the need to take a break for air, while Goombas can stack on top of each other to reach higher places. Others are a bit more drastic, with the notorious Hammer Bros. having their own sense of movement, and can rapidly throw projectiles to fell enemies and break objects.
The capture ability isn’t limited to Mario’s classic rogues gallery, however, and the former plumber can possess new creatures like the Gushen, a squid-like figure entrapped in a bubble of water which pays homage to Sunshine’s F.L.U.D.D. by means of using the water as a jetpack. The Tropical Wiggler can stretch like an accordion for some unique navigation, while the aforementioned T-rex proves to be an unstoppable behemoth. Mario can even capture some inanimate objects, like the poles of New Donk City, which fling Mario to great heights.
Being able to capture such a wide array of creatures and objects means that the gameplay is constantly changing, and Odyssey wisely incorporates the mechanic into a seemingly endless variety of objects both big and small. Traditional power-ups are nowhere to be found, but the capture ability is so robust and used so creatively that it’s a more than worthy alternative.
It’s all for the sake of collecting Power Moons, the new equivalent to Stars and Shines of 3D Marios past. These Power Moons are the energy source that fuels Mario and Cappy’s ship, the Odyssey, with more moons required to visit each subsequent kingdom.
Here’s where Super Mario Odyssey lives up to its monicker of an open-world Mario title more than 64 and Sunshine ever did. There is no hub world in Odyssey, instead, each stage is its own wide open sandbox. Without a hub to return to after a Moon is collected, Mario pulls a page out of Banjo-Kazooie’s playbook, and is free to comb through a stage finding as many Power Moons as he possibly can at the player’s own leisure. There is a small caveat in that Odyssey is slightly more story-dictated than other Mario titles, and most of the stages are unlocked in a subsequent order (with only a few instances of multiple levels opening up at once). This is ultimately minor, however, as each stage has so much to do at any given time – with more activities being unlocked as you progress through the adventure – that the sheer abundance of player choice is perhaps equalled solely by Breath of the Wild.
Odyssey’s stages can get pretty massive, but they never feel overwhelming. Checkpoint flags can be fast-traveled to on the map screen, and the capture ability often leads to faster means of exploration. Plus, there’s so much to do in any given space of Odyssey’s levels that you’ll never feel like your travels are for naught.
The story will take about fifteen hours to complete, but rest assured the game is far from over at that point, as postgame content opens the adventure up all the more, leaving every sandbox of a stage completely open for the player to traverse them like never before. With hundreds of Moons to acquire, there’s rarely ever an end in sight, unless the player so desires to move on.
There are other means in which Odyssey gleefully leaves the player in charge, with a host of different control options available. Though the motion controls may take a few minutes to get used to, once you do, they play like a dream, and I found myself actively wanting to play with a joycon in each hand. You can always dock the joycons or use a pro controller if you wish, but Nintendo really went all out in ensuring every control option feels so responsive.
Perhaps Odyssey’s most charming little customizable option is the ability to change Mario’s costume and hat. Coins play a larger role than ever, as they can be traded to a chain of shops known as the Crazy Cap to gain new costumes. Similarly, purple currency is different to each kingdom, and are used to unlock costumes based on or inspired by that region (often with ties to Mario’s past, such as New Donk City’s construction worker uniform being identical to that which Mario wore on the box art to Super Mario Maker).
For the most part, the costumes and hats are purely cosmetic, though there are a few instances of a particular costume set being required to enter specific doors or to get the proper reaction from an NPC. Though this may be Odyssey’s lone lacking element, as Mario is usually just granted a Moon for entering said doors or talking to said NPCs. It’s a minor quibble, but it would have been a bit more interesting if the sections that required specific costumes had more to them.
If one has to search really hard to find anything else to raise an eyebrow about, it’s simply that the penalty for defeat is a measly ten coins. Gone are 1-ups and game overs in an admittedly modernized approach. But seeing as coins are all over the place, and more prevalent than ever before, defeat seems to have very little consequence.
Another noteworthy aspect of Odyssey is its bombardment of memorable boss fights. Although the boss battles tend to be on the easy side, they deliver on the fronts of creativity which, for my money, is the more important area. The boss battles are varied and plentiful, with many of the best ones also taking advantage of different capture abilities.
Visually speaking, Odyssey is the best looking game on the Switch. Along with the aforementioned abundance of art directions, the game as a whole is just a beauty to look at. Every texture, surface and liquid to be found in Mario’s world is given a new sheen, so even the most absurd of creatures and locations have a sense of realism. Better still are the tiny little details that are littered all over the place, like Mario getting covered in soot if he jumps over a chimney, or small animals scurrying in the distance. Although Mario’s world is more surreal than the land of Hyrule, Odyssey evokes the same sense of love for attention to detail as Breath of the Wild.
Of course, what would a Mario game be without a great soundtrack? This is another area in which Odyssey seemingly sets a new highpoint for the series, expanding on the orchestrated wonderment of Galaxy and making it into something even more grandiose, while still sounding distinctly Mario. Odyssey’s soundtrack is as fun and epic as any in Nintendo’s history, and is nothing short of a joy to listen to.
Super Mario Odyssey is a phenomenal game. It never stops piquing the player’s curiosity, and consistently rewarding it with one brilliant idea after another. There’s simply never a dull moment in Super Mario Odyssey, as it displays a constant stream of inventiveness that few games could match. Even a second player can join in on the action, and take control of Cappy while player one takes up Mario’s mantle.
Mario is one of gaming’s oldest icons, and yet he’s also proven to be the medium’s most consistent source of new ideas time and again. That concept has maybe never been more apparent than it is here in Odyssey, as it combines so many aspects of Mario’s greatest adventures while simultaneously rewriting them. It’s the next step in Mario’s evolution, while also being a loving homage to the series’ peerless history.
If I didn’t know any better, I might even say that Odyssey feels like a fitting conclusion to gaming’s most iconic franchise. It won’t be, of course, but Odyssey feels like the crescendo of all things Mario. There were more than a few instance in which Odyssey had me misty-eyed. Some instances were due to personal nostalgia, others were because of how beautifully Odyssey pays tribute to its entire lineage.
Fitting that Super Mario Odyssey should be released ten years after Galaxy. In 2007, Super Mario Galaxy seemed to encapsulate the Super Mario series, and brought it all to such newfound heights that many wondered where Mario could possibly go next. Now, Odyssey has pulled it off all over again. Its restless imagination, non-stop surprises, and pitch-perfect gameplay will leave anyone wondering what the future holds for Mario and company.
Ever since its release on the GameCube in 2002, Super Mario Sunshine has been one of the black sheep of the Super Mario series. Its water pack-themed gameplay and stagnant setting certainly make it stand out from other Mario titles, but it’s those same elements (and a handful of others) that have always prevented Sunshine from being the kind of revered classic that Mario is used to starring in.
It’s all relative, of course. On its own merits, Super Mario Sunshine still provides a great gaming experience, and it probably holds up better than the other 3D platformers of the GameCube/PS2/Xbox era. If it were an entry in another series, Sunshine may have been a defining moment. But in a series that houses more “best games ever” than any other, simply being “great” isn’t great enough. Sunshine was a victim of its own expectations.
Those expectations certainly were high, seeing as Sunshine was the follow-up to Super Mario 64, a title that changed the direction of gaming from then on out. And with a six year build-up to a 64 sequel, suffice to say Sunshine had a lot to live up to. Those shoes were simply too big to fill.
If we take a step back and look at Sunshine on its own merits – away from all-time greats like Super Mario Bros. 3, World, 64, Yoshi’s Island, and the later Galaxy games – it’s easy to see that there’s a lot to love in Mario’s polarized GameCube outing.
In Super Mario Sunshine, Mario, Princess Peach, and a group of Toads are vacationing to the island resort of Isle Delfino. Of course, there’s never time for Mario to catch a break, and no sooner does Peach’s plane land on the island’s airstrip that they realize something is horribly wrong, with a toxic goop polluting the landing pad. Mario quickly finds a strange, talking water pack called F.L.U.D.D. (Flash Liquidizing Ultra Dowsing Device), and uses it to clean up the airstrip (why anyone else couldn’t use F.L.U.D.D. when it was just lying around is anyone’s guess). As it turns out, the whole island is being covered in this strange goop, with the culprit being a Mario doppleganger attempting to frame Mario for the ordeal.
Sure enough – despite the doppleganger’s obvious blue, gelatinous body – the inhabitants of Isle Delfino (the tree-headed, big-nosed Piantas and the hermit crab-esque Nokis) hold Mario responsible for the crime, and sentence him to clean up the island and clear his good name. It’s definitely a nice change of pace from Peach getting kidnapped (though that happens a little later as well), but the voice acting (yes, voice acting) leaves a lot to be desired.
That’s all besides the point really. Mario games are never about the story, and all this polluted island clean-up business is little more than a reason to introduce the new water-based mechanics.
Being a sequel to Super Mario 64, Sunshine plays very similarly to its revolutionary predecessor. Mario retains his triple jumps, summersaults, wall jumps, butt stomps and dives that he learned in 64, only now he has possession of the F.L.U.D.D. to give him new moves.
The two primary functions of F.L.U.D.D. are the squirt nozzle and the hover nozzle, with players being able to switch between the functions with the press of a button. The squirt nozzle is used to clean up sludge and to shoot other objects when necessary, while the hover nozzle, as its name implies, allows Mario to hover for a short time, which really comes in handy for some of the trickier platforming.
Additionally, two other nozzles are acquired later in the game, and are more or less Sunshine’s equivalent to the usual Mario power-ups, as they temporarily replace the hover nozzle when obtained. The turbo nozzle allows Mario to move super fast, being able to break through certain walls and run on water, while the rocket nozzle gives Mario a higher jump than he’s ever had before or since.
Although F.L.U.D.D. may seem a bit on the gimmicky side, it’s a gimmick that ultimately works, as it adds a new twist on 64’s platforming mechanics. Meanwhile the fact that you’ll frequently have to “reload” it by finding a body of water to recharge gives it a little something of a shooter element (I can’t help but feel Splatoon borrowed a little something from F.L.U.D.D.). And the idea of a water-based platformer is still an intriguing concept looking back on it today.
Best of all is that Sunshine’s Mario controls so well. Mario wrote the rulebook on how to make a platforming hero control fluidly, and Sunshine provides some of the most cohesive controls in the entire series. Aside from wall jumping sometimes being a little finicky, I can’t think of much to complain about in the control department.
Sadly, not everything in Sunshine works as well as Mario and F.L.U.D.D. The camera, though an improvement over 64’s, still suffers a bit from the same faults of its predecessor. A number of bonus areas, in which Mario is thrown into more cramped platforming gauntlets, are particularly hindered by the camerawork, as it can be difficult to get the camera in the right angle while simultaneously trying to make sure Mario doesn’t fall to his doom on a tricky, moving platform.
Similarly, you may find that there are more than a few technical issues with the game. Though they may be small and (mostly) inconsequential, pointing out technical issues in a mainline Mario title is normally unheard of. But it seems Sunshine didn’t have as much time to receive the usual “Mario polish,” and you may find Mario getting stuck or an enemy’s animation not showing up more often than you’d like.
Still, while these flaws are notable, they’re hardly game-breaking. With how well Mario controls, along with the overall execution of the level and mission designs, it’s hard to complain too much.
Super Mario Sunshine ultimately has a similar structure to 64, with Mario traversing a central hub world to access the “proper” stages, which house a series of missions, each one capped off with acquiring a Shine Sprite (Sunshine’s equivalent to 64‘s Power Stars). There are, however, a few differences that perhaps played a part in Sunshine’s more divisive reception.
The first of these differences is that Sunshine is actually more linear than 64. Contrary to recent popular opinion, there’s absolutely nothing wrong with linear games, but considering that many like to praise 64 and Sunshine for being the “sandbox” Mario games, it may surprise some to revisit Sunshine and find out that’s only true to an extent. While Banjo-Kazooie dropped players into a stage to unearth its collectibles at their leisure, 64 and Sunshine’s mission-based level format gave a set objective that needed to be accomplished at that time. 64 did actually allow players to tamper with that format, as they could at times accomplish the requirements for a stage’s later stars while attempting to get an earlier one, but Sunshine doesn’t share that element, instead having the selected mission dictate the Shine Sprite to be collected almost entirely (the only exceptions being a handful of the game’s hidden Shines, or a level’s obligatory 100-coin Shine Sprite). The delightful hub world of Delfino Plaza is where the game is at its most open, but the stages themselves are more limiting.
Again, that’s not a bad thing per se, but perhaps one reason Galaxy was so warmly received is that it was more honest with its linearity. Galaxy had level structure that was more akin to Super Mario World than 64, so the linearity felt like a cohesive whole. But Sunshine presents its stages as open-world sandboxes but, fun though they may be, they’re not quite that.
One of the other big differences in Sunshine from other Mario titles is that every stage is built around its tropical island theme, which works for better and worse. In terms of better, it makes Isle Delfino feel like an alive location, with the different levels even being visible in the distance of others. In terms of worse, it also means that Sunshine lacks the sense of variety and surprise that the best Mario titles have. Sure, there’s a dose of different locations, like a harbor and a beach and a haunted casino (which is located on another beach…), but there are no castles or giant worlds to speak of. Isle Delfino is definitely a unique location in the series, but it seems to be in some kind of bubble away from the franchise’s usual fairy tale elements.
That’s not to say that Sunshine is devoid of the series’ indelible mark of surrealism, as the aforementioned platforming gauntlets that serve as the bonus stages – where Mario is robbed of F.L.U.D.D. and has to rely on his own abilities – seem to be housed in a bizarre, often pixelated dimension, with random shapes and objects suspended in space in such a way that they feel like a precursor to the Galaxy titles. It may not be a surprise that Sunshine’s detractors often single these segments out as the game’s highlights.
While Mario’s world may seem (relatively) more grounded and less fantastic in this GameCube adventure, there’s still a terrific sense of joy to be had. Many of the Shine Sprites are a blast to obtain, and even Yoshi joined in on the action (albeit sparingly), being able to use his hovering and enemy-eating abilities of the past, while also being able to spit up juice (eewww!), which works similar to F.L.U.D.D. but with its own properties (like turning certain enemies into platforms). Not to mention that Super Mario Sunshine still looks visually impressive for a fifteen year-old game, and its music is upbeat and fun, and perfectly captures the game’s setting.
There are some other disappointing elements though. Not counting Delfino Plaza or the bonus stages, Sunshine only boasts seven proper levels, which is considerably less than Super Mario 64’s fifteen! Yet, the game has just as many Shine Sprites as 64 had Stars (120), with a decent chunk of twenty-four of them being obtained by trading blue coins to a raccoon in Delfino Plaza (ten blue coins for one Shine).
With twice the number of blue coins as there are Shine Sprites, collecting them all may have made for a fun sidequest, especially seeing how some of them are so esoterically hidden (stand on a certain platform and squirt the moon!), that finding them would actually feel more worthwhile if trading them in unlocked some kind of secrets. By simply making them a means to get every Shine Sprite, it makes it feel as though both the Shines and the blue coins were only partly realized. I would have much rather had the game spent more time crafting another level or two for those additional Shine Sprites, and thinking of something more unique to do with the blue coins, then simply slapping them together in what really feels like an effort to save time.
It should once again be emphasized that , while many of these criticisms are just, others are more relative. Sunshine has both the honor and misfortune of being a part of a series with an abnormal consistency in high quality and creative spark. So while Sunshine may be well executed in most respects, and is still a whole lot of fun to play today, its more restrained and conservative sense of invention makes it lesser than most of its Mario series brethren, and its more rushed elements bring it down a peg further.
For most other series, a game of Sunshine’s quality may have felt like a trip to paradise. But for Mario, it feels like he’s taking a vacation from being the best at what he does.
Mario Kart 8 was not only the best-selling game on the Wii U, and one of the system’s best titles, it was the best Mario Kart to date. It abandoned the luck-based nature of Mario Kart Wii, and gave it a sense of polish like the series had never seen before. There was, however, one glaring flaw with Mario Kart 8.
Despite all the improvements MK8 made to the core racing mechanics of the series, it somehow managed to butcher the series’ beloved Battle Mode of all things. Gone were the arenas where players did battle. Instead, players had to pop each other’s balloons while wandering around the racetracks, hoping that they could manage to even find one of the other players.
Thankfully, it seems Nintendo realized they made more than a little bit of an oopsie with Mario Kart 8’s Battle Mode, and decided to revamp it entirely for the game’s relaunch on the Nintendo Switch. By taking an already exceptional game, rectifying its one great flaw, and sprinkling in several other small changes, Nintendo has ensured that Mario Kart 8 Deluxe is as essential to the Switch as its original incarnation was to the Wii U.
This being a re-release, the core mechanics of the experience are nearly identical to what they were in the original Mario Kart 8. The racing is as tight and intricate as it was back in 2014. You still get boosts for drifting and for performing stunts, the racetracks still posses anti-gravity sections, and the items are still more balanced than in previous entries in the series.
There are, however, a few subtle changes that improve the already smooth experience. You can now drift longer for even greater boosts (represented by pink sparks flying from your wheels), and the infamous “fire hopping” trick (which gave an advantage to those who could pull it off) has been removed, making the racing all the more balanced.
Perhaps the most noticeable change in gameplay is that you can now hold two items at once, a returning feature from the GameCube’s Mario Kart: Double Dash!!. You can even find double item boxes, to immediately gain two items at once.
These may all sound like small changes, but you’d be surprised just how much they change things up. This is particularly true for the double items, which make getting and maintaining first place a greater challenge than before.
There are other changes present as well: Beginning players can now enable “Smart Steering,” which prevents your kart from falling off track (though this feature disables the pink sparks, and makes certain shortcuts harder to reach, should they require you to jump from one track to another). You can now change characters and karts in between online matches, instead of going back to the online lobby in order to do so. Additionally, the randomization of items seems to have been tweaked, with speed-boosting Mushrooms – while still the most common item – no longer feeling annoyingly frequent, while more useful items aren’t quite as rare, though not common enough to ruin the game’s balance.
We even get two items returning from older entries in the series: Super Mario Kart’s Super Feather allows players to jump over obstacles, and Mario Kart 64’s Boo turns players ethereal, making them impervious to enemy items, while also stealing an item from a random opponent.
To top it all off, the game includes every character from the Wii U version, including the DLC originals like Link from The Legend of Zelda, Villager and Isabelle from Animal Crossing, Tanooki Mario, and Dry Bowser, as well as five brand-new characters: King Boo, Dry Bones, Bowser Jr. and the boy and girl Inklings from Splatoon.
On the downside of things, the only unlockable character is Gold Mario, who is merely an alternate color for Metal Mario, who already seemed like an unnecessary character to begin with. Mario Kart 8 had a mixed bag of characters as it was, with every timeless video game icon like Mario, Bowser and Donkey Kong being countered with a throwaway addition like Baby Daisy and the creative low that is Pink Gold Peach. The five brand new characters do bring a bit more proper franchise representation to the game, but the more lackluster characters still sour the roster a little.
Of course, the big news here is the Battle Mode, which has been brought back to its former glory, and features five different gameplay styles.
Naturally, there’s the traditional Balloon Battle, where players fight in an arena and try to eliminate the other players’ balloons by using items. Then there’s Bob-omb Blast, which is essentially just Balloon Battle, but where every item is replaced with Bob-ombs, making for pure chaos. Coin Runners sees players trying to hold onto the most coins by the time the clock runs out, with players losing coins every time a weapon strikes them.
One of my personal favorites is Shine Thief, a returning mode from Double Dash!! that sees every player fighting for a single Shine Sprite. Whoever can hold the Shine Sprite for a count of twenty is the winner. As you can imagine, holding the Shine Sprite makes you the target of every other player, and though reclaiming the Shine Sprite will continue your counter from where it left off (until it reaches five or below), getting it back after losing it is easier said than done. The hectic action of Shine Thief is matched only by Renegade Roundup, a brand-new Battle Mode that is divided into teams. One team takes the role of “The Authorities,” identified by the Piranha Plants with police sirens attached to their karts, while the others are the “Renegades.” The goal of the Authorities is to capture all of the renegades via the Piranha Plant, while the Renegades simply try to survive within the allotted time. This may sound like it heavily favors the Authorities team, but the Renegades can free their captured teammates by driving into a switch, making things much more competitive.
Having a proper Battle Mode rectifies the one big mistake Mario Kart 8 made the first time around, and the fact that it comes in five variants makes it feel like Nintendo went out of their way to make up for its omission in the game’s original release. Battle Mode gives a great alternative to the racing, and all five versions of it are extremely fun.
If there’s any disappointment to be had with Mario Kart 8 Deluxe, it’s simply that there are no new racetracks added to the game (not counting the battle arenas). Yes, the track design in Mario Kart 8 is the best in the series, and the fact that Deluxe comes with all the original’s DLC tracks out of the box means there’s no shortage of variety. But considering how Nintendo went above and beyond the call of duty for the Battle Mode, you can’t help but wish they’d have done the same for the core racing by including a new cup or two.
Even with the lack of new racetracks, it’s hard not to be impressed with what Mario Kart 8 Deluxe has in store. Mario Kart 8 already had great gameplay, and more polish than any entry in the series before it. But now the few kinks that were present have been ironed out, making it the smoothest and most polished kart racer around.
You also couldn’t ask for much better in terms of presentation. Mario Kart 8 was always a gorgeous game. Though it’s hard to tell if the graphics have been improved at all, that’s just a testament to how stunning the game always looked. Its colorful characters and locales, fun and varied art direction, and sharp graphics come together to make a game that looks simply stunning, and whose visuals perhaps don’t get the attention they deserve. It’s an outright beautiful game to look at, and the orchestrated soundtrack is just as pleasing to the ears.
Combine all of this with the more streamlined tweaks, and an online mode that is sure to keep you coming back for more, and Mario Kart 8 Deluxe proves to be one of the finest of multiplayer games. Mario Kart 8 was already the closest thing the series had to a definitive entry, and now as Mario Kart 8 Deluxe, it undoubtedly belongs on any list of the best Nintendo games.