Mario vs. Donkey Kong Review

Mario vs. Donkey Kong on Switch is a remake of the 2004 Game Boy Advance game of the same name, itself a spiritual sequel to the Game Boy version of Donkey Kong (unofficially referred to as “Donkey Kong GB” or “Donkey Kong ’94”) from ten years prior. Mario vs. Donkey Kong utilized gameplay inspired by its Game Boy predecessor (and, in turn, Mario and Donkey Kong’s arcade origins) that lead to a sub-series of its own. Though the Mario vs. Donkey Kong series would gain numerous entries over time, the focus of the games would shift away from its iconic titular characters and onto the “Mini-Mario” toy characters found in the series (later entries would even trade the ‘vs‘ in the title for ‘and,’ further deviating from its origins). So a remake of the 2004 game seems to be a nice reset for the series, and the upgrade to the Nintendo Switch means the game looks and sounds far better than ever. Though fans of the original who were hoping for something a little more may be a little disappointed to know that this remake doesn’t feature a whole lot that the original GBA release didn’t already boast.

The core structure of the game remains the same: Mario still travels across levels that are comprised of two single-screen sections that combine puzzles and platforming. The first half of a stage requires Mario to get a hold of a key and take it to the door to the second half, in which Mario completes the stage by collecting a Mini-Mario toy (Donkey Kong wants a toy for himself, but being a gorilla who doesn’t know how consumerism works, has stolen the entire batch of toys).

Mario is equipped with a different set of acrobatics than normal. In addition to his regular jump, Mario can do a handstand which can lead into a higher jump, with an even higher jump able to be performed after that. Mario’s jump doesn’t hurt enemies here but he can pick up foes when standing on top of them Super Mario Bros. 2-style. Stages will usually feature red, blue and yellow switches, which will operate different mechanics depending on the level, with only one switch being active at a time. Three similarly colored presents are scattered about each stage as well, and players who want one-hundred percent completion will want to grab them all.

“He can handstand, when he needs to…”

The game now boasts eight worlds, as opposed to the original release’s six, with a new toy themed world 4 and ice themed world six joining the original building, jungle, volcano, haunted house, forest and city themed worlds. Each world consists of six standard levels and ends with a Mini-Mario level and a boss fight against DK himself. The Mini-Mario levels change up the structure, with Mario needing to guide the Mini-Marios collected from that world’s previous stages safely to a toybox. Depending on how many Mini-Marios make it to the toybox, Mario will have more health in the boss battle (up to six hit points).

“Kazooie? Is that you?!”

Although the mechanics of the game harken back to the simplistic arcade days of Mario and Donkey Kong’s beginnings, the variety of ideas Nintendo came up with for the puzzles keeps things fresh and interesting throughout. And once all eight worlds have been completed, a second, more difficult campaign opens up in which each world has six new levels which once again mix things up (these stages ditch the two-part levels in favor of singular stages in which Mario has to solve the puzzles with the aid of a single Mini-Mario, who now holds the key to the levels’ exits). It’s a unique idea to fundamentally change how the game works midway through, but it ultimately pays off in giving the game more variety and an overall more fun experience. If only more games would take such a risk.

“The game’s ‘second campaign’ – in which Mario guides a Mini-Mario toy to the exit – brings out the game’s best puzzles.”

The game has, of course, never looked better. The vibrant, cartoony look of the characters and stages look beautiful on the Switch. And the soundtrack, re-recorded with real instruments, is a delight (the game even has the option to listen to its soundtrack right out of the gate, no unlocking required). The Switch may be getting on a bit in years, but you’d never know it based on Mario vs. Donkey Kong.

Aside from the audiovisual overhaul and two additional worlds, another welcome addition to the remake comes in the form of a two-player option, with a second player joining in as Toad. A new ‘casual’ option eliminates the time limit for stages, for those wanting to play the game more leisurely. Though these additions are all welcome (especially the new levels), they may not be enough for those who were hoping for a little more out of the game. Mario vs. Donkey Kong always had a lot of content for a Game Boy Advance title, but for a Nintendo Switch game, you can’t help but feel a few more bells and whistles could have been added.

It’s also worth pointing out that, despite featuring sixteen worlds between the game’s two campaigns, Mario vs. Donkey Kong is still over pretty quickly. While there’s nothing wrong with shorter games (in fact, they can feel like a blessing in this day and age when so many games feel padded to high heaven), the fact that the game doesn’t really get challenging until the last couple of worlds in the second campaign means you’ll breeze through the majority of it. Again, a short and easy game is no unforgiveable sin, but there’s something about this Switch upgrade of Mario vs. Donkey Kong that leaves you wanting more out of it. It’s a loving recreation of a cult favorite GBA title, and a fitting return to form for the Mario vs. Donkey Kong series, but it still doesn’t feel much bigger than the GBA original. Considering Mario vs. Donkey Kong is now a fully priced Switch release, this stings all the more.

Mario vs. Donkey Kong remains a competent and engaging puzzle-platformer that pays homage to the roots of Nintendo’s original hero and villain. It’s the kind of game that’s best enjoyed in small bursts. Though that very nature may have made it ideal for the GBA, it still serves as a fun ‘secondary’ Mario title on the Nintendo Switch.

7

The Super Mario Bros. Movie Review

When it was announced that Illumination would be making a movie based on Nintendo’s flagship franchise, Super Mario Bros., fans were skeptical. Not only did Illumination seem like an odd fit for such an adaptation, but the Super Mario series – despite being the most successful and heralded series in video games – has had a rough history translating to other mediums. Millennials such as myself may have a nostalgic soft spot for The Super Mario Bros. Super Show, but it’s not exactly the kind of show you would refer to when thinking of quality television. More infamously, Hollywood’s first attempt at adapting Super Mario Bros. (and indeed, their first attempt at adapting video games) resulted in the infamous 1993 live-action film, which was so far removed from the source material that Nintendo wouldn’t let Hollywood anywhere near its franchises for decades afterward.

How happy I am that, thirty years after Super Mario’s disastrous first attempt at a big screen adaptation, Nintendo fans finally have a Super Mario movie they can be proud of. Illumination’s The Super Mario Bros. Movie is a faithful adaptation of gaming’s best series, and a love letter to its peerless history. The Super Mario Bros. Movie is (almost) everything fans could want out of a Mario movie.

In The Super Mario Bros. Movie, the titular brothers Mario (Chris Pratt) and Luigi (Charlie Day) have recently quit their job at the Wrecking Crew to start their own plumbing company. Mario is of course the headstrong and brave older brother, while Luigi is always well-meaning and supportive, but is more timid and lacks his brother’s strength. Both brothers live in a cramped apartment in Brooklyn with their parents and extended family, and though the brothers are optimistic and hopeful of their new plumbing ventures, their father (voiced by Charles Martinet, the voice of Mario in the video games) isn’t so supportive of their dreams. It doesn’t help that they are antagonized by their former boss, Foreman Spike (Sebastion Maniscalco).

The brothers Mario have the opportunity to prove their mettle at their new job, however, when a manhole leak floods Brooklyn. Mario and Luigi traverse the sewers to find the source of the problem, when they find themselves in a hidden chamber of seemingly abandoned pipes. One such pipe sucks the Mario Bros. into a ‘Warp Zone,’ where they become separated. Mario ends up in the magical realm of the Mushroom Kingdom, home of the mushroom-like Toads and the beautiful Princess Peach (Anya Taylor-Joy). Luigi, meanwhile, winds up in the Dark Lands, home of the Koopa Troop and ruled with an iron fist by King Bowser (Jack Black). Bowser has recently stolen a Super Star, with which he hopes to conquer the Mushroom Kingdom. So Mario joins up with Princess Peach, along with the adventurous Toad (Keagan-Michael Key) on a quest to the Jungle Kingdom to win the aide of the Kong army, in hopes of defeating Bowser’s forces, saving the Mushroom Kingdom and rescuing Luigi.

It’s an incredibly simple plot, and its simplicity seems to be the main point of criticism leveled towards the film. But I find that a baffling complaint in this particular instance. Were we expecting a Granted, I understand that movies are a medium built on storytelling (as opposed to video games, which can tell stories but are built on interactivity and gameplay ideas above all else) – and animated films in particular have become deeper and more complex since the turn on the century – so perhaps a little more story was expected by some, but is it really necessary here? I don’t know, if I’m seeing The Super Mario Bros. Movie, basically the two things I’m hoping for are that it’s a fun movie, and that it’s faithful to the games. And I reiterate that The Super Mario Bros. Movie succeeds wildly on both fronts.

The film is, first and foremost, a loving tribute to the perennial video game series, and its rich history. It probably doesn’t hurt that Mario creator Shigeru Miyamoto personally oversaw the film, and serves as executive producer. But it also seems that the people at Illumination are big Nintendo fans in their own right and know their stuff. The film is packed to the brim with elements, Easter eggs, cameos and callbacks to just about every nook and cranny of the Super Mario universe (as well as its parent series, Donkey Kong).

Going into The Super Mario Bros. Movie, I was worried that it would end up being a case of only referencing the obvious, such as Super Mario Bros. and maybe Super Mario World and Mario Kart, since those are the ones everyone and their grandmother knows. But the folks at Illumination have a deep knowledge of the series and did their research, because it would be easier to name the Mario games that aren’t referenced or outright depicted than the many that are. Everything from Super Mario 64 to Luigi’s Mansion to The Super Mario Bros. Super Show gets a shoutout. And it’s pleasantly surprising that even more modern Mario games are mentioned like Super Mario Galaxy, 3D World, Donkey Kong Country Returns and a surprising number of references to Super Mario Odyssey. The presence of Foreman Spike alone is the kind of esoteric callback that Super Smash Bros. wouldn’t dare to make anymore.

The Super Mario Bros. Movie is effusive towards its source material, and that’s perhaps most present in the film’s soundtrack, which is sublime. Composed by Brian Tyler, the score to The Super Mario Bros. Movie is one of the best film scores in recent memory, no doubt aided by how it weaves in many of the timeless tunes from the video game series (which I won’t spoil here, but suffice to say the music also references every generation of Mario). The film also features some great original music as well. Perhaps my only gripe to the score is that a few popular songs are incorporated into a couple of moments in the movie (I would have stuck with original music and that from the games), but at least the songs used are all from the 80s, which feels more appropriate than if they had used music from today.

I also have to compliment the film’s voice cast. Although the casting became something of a meme when it was first announced (particularly Pratt as Mario), I think for the most part they do an excellent job. Pratt leans into the Brooklyn aspect of Mario and gives his voice more weight. Although he doesn’t sound like Charles Martinet, he actually does the job at making you forget it’s Chris Pratt you’re hearing. Charlie Day captures Luigi’s loveable and naive personality, while Anya Taylor-Joy gives Peach a rougher edge, but it works for this version of the character. Keagan-Michael Key has somehow found a way to make a ‘Toad voice’ that works for a feature film, and I think it goes without saying that Jack Black as Bowser ends up stealing the whole movie. Not only does Black sound unrecognizable for the most part (only weaving his natural voice into things when Bowser loses his cool, which is a nice touch), but he manages to capture Bowser’s personality as an insecure bully effortlessly.

Also in the cast are Seth Rogen as Donkey Kong, Fred Armisen as ‘King’ Cranky Kong, and Kevin Michael Richardson as Kamek. Armisen makes Cranky Kong appropriately, well, cranky. And Richardson has the unique position of giving Kamek a proper voice for the very first time, effectively making the character Bowser’s sycophantic lackey who wants nothing more than to make his boss happy. Seth Rogen is admittedly the one voice that maybe could have given more effort. Rogen does seem to try and add a more youthful energy to Donkey Kong than he does his other voice roles, but there are unfortunately two instances where we have to hear that damn laugh, which does kind of take you out of things a little. Still, it hardly ruins the movie.

Another highlight of the film is the animation itself. Illumination has a knack for making lively and vibrant animated worlds, and with Super Mario as the backdrop, it seems to be their perfect canvas. The Super Mario Bros. Movie is not only Illumination’s best-looking feature, but one of the most colorful visual spectacles in recent memory. Super Mario 3D World seems to be the primary inspiration for the film’s version of the Mushroom Kingdom, but all of Mario’s history is drawn upon visually to create a film that is pure joy to look at from the very first frame onwards.

The Super Mario Bros. Movie is, quite simply, a real treat. It’s a loving gift to the adults who grew up with Super Mario Bros. and for the children who are growing up with Super Mario Bros. Does the film make a few missteps? Sure. Though I don’t think a deep and complex story was necessary, I understand why some audience may have wanted a little more story. Mario and Princess Peach’s relationship never quite clicks in the way it should (there’s only a couple of brief glimpses of the “friends who like each other but are too shy to confess their feelings” aspect that seems like it should have been more prevalent). And some may question why Luigi was chosen to be kidnapped in the very first movie, since it means the Super Mario Bros. don’t have a whole lot of screen time together (in fact, by the end of things, the film seems closer to the “Super Mario and Donkey Kong Movie”).

“The Super Mario Bros. Movie is so faithful to both the Super Mario and Donkey Kong series, that I can (almost) look past that they retconned Cranky Kong to be DK’s father, as opposed to his grandfather. Don’t think we wouldn’t know, Illumination!”

Still, these are things that can be fleshed out and expanded on in the inevitable sequels and spinoffs (a Donkey Kong Country movie next, please!). For now, we should just savor the fact that Super Mario Bros. has finally made a faithful transition to the silver screen. After all, for thirty years Mario fans had to accept Dennis Hopper with weird hair as the cinematic form of Bowser, so the King Koopa’s appearance alone is reason to rejoice.

Last year, I claimed that Sonic the Hedgehog 2 was the best video game movie, and the most pure fun I’ve had in a movie in years. And now I’m feeling the same way all over again for The Super Mario Bros. Movie. There’s room for the next big screen outing for Mario and friends to improve on certain things, but as far as living up to its name as The Super Mario Bros. Movie, the film is most certainly a superstar.

Wahoo!

8

Donkey Kong and Mario Turn 40!

Forty years ago today, the original Donkey Kong game made its way into arcades! That’s a big milestone for the game itself, but even more important is that it marked the debut of both its titular ape Donkey Kong and the character who would become known as Super Mario!

Why Nintendo isn’t celebrating this themselves, I’ll never know. It’s only their two oldest and iconic characters celebrating their 40th anniversary! And no, Mr. Game & Watch isn’t older because he wasn’t an actual character, just a placeholder graphic given the limitations of the Game & Watch handhelds (the name “Mr. Game & Watch” only dates back to 2001 with Super Smash Bros. Melee). So Mario and DK are the oldest.

Donkey Kong and Mario would eventually branch out on their own, and star in a number of their own series. They still meet up in some of Mario’s spinoff games, but I don’t think DK should simply be classified as a “Mario character.” I think of it like when Iron Man and Thor meet up in the Avengers films. You wouldn’t call Thor an “Iron Man character” would you?

Mario would go on to have a stronger resume than any other character in gaming, and DK isn’t too far behind. And they both got their start in a little arcade game that – had licensing not fallen through – would have starred Popeye and Bluto! Hard to imagine what video games would look like if Shigeru Miyamoto’s original classic didn’t have its own original characters. I shudder to think.

Nintendo may be mysteriously silent on the occasion, but don’t worry Mario and Donkey Kong, we remember!

Happy anniversary to an arcade great! And happy 40th birthday to Mario and Donkey Kong! Video games wouldn’t be the same without them!

Donkey Kong Country Turns 25!

Today, November 21st 2019, marks the twenty-fifth anniversary of the release of Donkey Kong Country on the Super Nintendo Entertainment System! It’s also the twenty-fourth anniversary of its exemplary sequel, Donkey Kong Country 2: Diddy’s Kong Quest. It also means it’s been exactly nine years since Donkey Kong Country Returns was released on the Wii.

Whoa whoa! DKCR is already nine years old? Where the hell did that time go?!

Yessir, the Donkey Kong Country series is now twenty-five years old. If I may give my two cents, I personally think DKC is probably the best all-around 2D platforming series. DKC2 and DKC: Tropical Freeze, in particular, should rank as some of the greatest platformers ever made.

Originally a trilogy created by Rare on the Super Nintendo, Donkey Kong Country was later revived by Retro Studios on the Wii and Wii U/Switch with two additional entries. Whether under the creative minds of Rare or Retro, Donkey Kong Country has provided some of the best 2D platforming experiences.

Between the phenomenal gameplay, masterful level design, and perfect, perfect music, the Donkey Kong Country series should rank alongside The Legend of Zelda and Super Mario as one of Nintendo’s finest.

Happy birthday, DKC! Can Tropical Freeze get a sequel now?

Mario Vs. Donkey Kong Review

Before Mario entered the Mushroom Kingdom, met Princess Peach and found an archnemesis in Bowser, there was Donkey Kong. Before Luigi was introduced to the world, before Mario was even named Mario, there was Donkey Kong. Mario and Donkey Kong were gaming’s first legendary rivalry, the dynamic in which all of Nintendo was built on.

But it was not to last. Though they were enemies in the early 80s, as Mario joined up with his brother and began having adventures in the Mushroom Kingdom, Donkey Kong was phased out. It wasn’t until 1994 that Donkey Kong saw a complete reinvention, turning a new leaf and becoming the hero of his own adventures starting with Donkey Kong Country (of course, this is actually a different Donkey Kong, so I guess the name is like a title that gets passed down or something). However, earlier in that very same year, the Nintendo Gameboy saw a supposed re-release of the original 1981 Donkey Kong arcade game. But after besting the original four levels from the arcade classic, this version of Donkey Kong (unofficially dubbed “Donkey Kong Gameboy” or “Donkey Kong ’94” by fans) unraveled into a brand new adventure, with nearly a hundred new levels all modeled after the single screen platforming of the classic game, with additional puzzle elements added into the mix.

With Donkey Kong Country becoming a big hit, that served as the foundation of the Donkey Kong series from that point onward (something I very much appreciate, being a DKC fan myself). The downside to this was that Mario and DK’s rivalry was once again put on hold. That is until 2004, when Nintendo released Mario Vs. Donkey Kong on the Gameboy Advance, which was created as a kind of spiritual successor to the original Gameboy’s cult classic.

Mario Vs. Donkey adopts much of the same style as the 1994 Gameboy title, with stages that are comprised of two, single-screen segments (some of the later stages are only slightly larger). Each of these screens serves as a platforming puzzle. In the first screen of a level, Mario must find a key and take it to the door to the second screen, in which the goal is to grab a “Mini-Mario Toy” that’s incased in a glass bubble. And for completionists, each stage also houses three presents (one or two on a screen) that will require extra thinking and acrobatics to collect.

The first six stages of every world work this way, with the seventh stage of a world seeing Mario guide the six collected Mini-Mario Toys to their toy box – which will only open if the Mini-Marios collect the T-O-Y letters scattered about – avoiding dangerous obstacles along the way. The eighth and final stage of each world is a boss fight against Donkey Kong. For most of the stages, a single hit from an enemy or obstacle will do Mario in. During the boss stages, however, Mario’s hit points will be determined by the number of Mini-Mario Toys the player managed to guide to the toy box on the previous stage (for an obvious maximum of six hit points).

It’s a really simple setup, but it works thanks to some fun puzzle design and Mario’s acrobatics. Not only does Mario partake in his usual jumping here, but he can also do handstands, backflips and swing on bars like a gymnast. The levels feature puzzles built around mechanics like red/yellow/blue switches that coincide with similarly colored platforms, timed electrical barriers, and other such trinkets and traps that will test the player’s reflexes and skill.

Mario Vs. Donkey Kong is a fun game, but it has admittedly aged a bit. The structure of the game eventually becomes repetitious, and you may find yourself wishing the game would deviate from itself after a while (does every world need the same amount of levels here?). Additionally, the aforementioned Mini-Mario stages can become a bit tedious, and even some of the worlds can overstay their welcome when they lean too heavily on a specific gameplay gimmick (the best Mario games are acclaimed for never letting any idea linger longer than they need. Mario Vs. Donkey Kong didn’t get the memo, I suppose).

I just think there needed to be more variety within the stages and puzzles. When you think of how massively the 1994 Gameboy Donkey Kong expanded the original arcade game, it feels a tad underwhelming that the Gameboy Advance successor released a decade later doesn’t really feel like it adds to the formula all that much. Mario Vs. Donkey Kong still provides a fun time in the same vein as the arcade original and the Gameboy remake, but you know the GBA could’ve done more with the gameplay.

The aesthetics might also be a mixed bag for some. Mario Vs. Donkey Kong utilizes pre-rendered character sprites (a nod to DKC’s influence to the Donkey Kong series), which admittedly look unique for the system, and Mario’s animations are surprisingly fluid. The music and sound, on the other hand, might quickly wear on you. The music isn’t bad, but it’s not memorable (which seems like a sin for a Mario game, doesn’t it?), and the sound effects are mostly recycled sound clips from previous games (Super Mario 64 for Mario, Donkey Kong 64 for DK, and Super Mario Sunshine for Toads). And while the Mini-Marios’ cry for “Mario” may be cute the first time one of them gets lost, it may start to get on your nerves when you start constantly hearing it as they stop following Mario due to the tiniest obstruction in their path.

Mario Vs. Donkey Kong remains a fun game in its own right, but one that you can’t help but feel could have been better. It lacks the variety and challenge that could have made it more engrossing (though again, completionists will have a bit of a challenge trying to claim high scores and unlock the secret ‘Expert’ stages). And sadly, this is the current end-of-the-line for Mario and DK’s age-old rivalry. Sure, Mario Vs. Donkey Kong spawned its own sub-series (some of which included level editors, a feature that was originally planned for this title and really would have benefitted the finish product), but each sequel put more focus on the Mini-Marios and gameplay associated with them, and less on its titular rivalry (one entry even replaced the “Vs.” in the title with “and,” which really hit home the change to the series). So as far as the gameplay produced by the original Donkey Kong goes, it has now been on its longest hiatus (if you can believe it), with the original Mario Vs. Donkey Kong still being its most recent offering.

That’s a real shame. Even though Mario Vs. Donkey Kong has unraveled a bit with age, it still shows that the formula originally conceived in 1981 still has something to give.

 

6

Super Smash Bros. Ultimate Review

With a name like Super Smash Bros. Ultimate, the Switch’s edition to Nintendo’s massively-successful crossover fighter certainly gave itself a lot to live up to. Somewhat miraculously, Ultimate manages to pull that very feat off, delivering what is undoubtedly the best entry in the long-running series to date. Bursting at the seams with content and fine-tuning the series’ gameplay, Super Smash Bros. Ultimate lives up to its lofty expectations, even if a lackluster adventure mode and a thin (and inconsistent) lineup of new fighters means it doesn’t quite surpass them.

Super Smash Bros. really doesn’t need an introduction at this point. The franchise has become one of Nintendo’s biggest sellers thanks to its engrossing gameplay, which combines elements of traditional fighting games with Mario Kart-esque party elements, all while incorporating sumo style rules that make it unique unto itself.

By ‘sumo style’ rules, I of course refer to Super Smash Bros’ key mechanic of sending opponents off the screen – similar to sumos throwing each other out of the ring – in order to defeat them, as opposed to depleting a health bar as in most fighters. Though with that said, the ‘Stamina mode’ first introduced to the series in Melee, in which players do deplete each other’s health, returns as one of Ultimate’s primary game modes, no longer relegated to a kind of bonus mode as in the past.

That seemingly small change is indicative of the very nature of Super Smash Bros. Ultimate. This is the Super Smash Bros. that attempts to legitimize every play style for the series, and to appease every type of Smash fan. And for the most part, Super Smash Bros. Ultimate wildly succeeds in doing just that.

If you’re a serious Smash player, you can remove items and play on flat stages a la Final Destination or small stages with minimal platforms in the vein of the classic Battlefield stage, with no match-altering Final Smashes included. Players who want chaotic fun can have all items active, Final Smashes turned on, and enable every last, crazy stage hazard and gimmick. Or, if you’re somewhere in between, you can play on the standard stages with the gimmicks turned off, only allow Final Smashes by means of building up a power meter during battle, and only enable the occasional Pokeball and Assist Trophy in regards to items.

The ways in which you can customize matches are boundless. This really is the Super Smash Bros. that can appeal to any Nintendo fan. At least in terms of the core gameplay, that is.

If there is one glaring downside with Super Smash Bros. Ultimate, it’s with the game’s adventure mode. Dubbed ‘World of Light,’ Ultimate’s adventure mode is mind-numbingly tedious, and simply not worth the time and effort it takes to see it to the end.

In World of Light, players initially take control of Kirby, the only survivor of a Thanos-style mass extinction, as they progress through one battle after another, unlocking the other characters and collecting ‘Spirits,’ which are won after defeating opponents in possession of said Spirits.

These Spirits are a new feature in Ultimate, replacing the series’ long-standing trophy collectibles. It’s ultimately an unfair trade. While the trophies of Smash’s past featured unique character models and gave some insights into Nintendo (and gaming) history, the Spirits are merely presented as stock promotional art from past games, and provide statistical bonuses to your characters when equipped. Spirits can grant boosts to attributes like strength or speed, or provide you with a special ability (such as starting fights with a particular item, or being resistant to certain types of attacks).

This may sound interesting in concept, but it kind of goes against the very nature of Super Smash Bros. This is a fighting series all about learning the different play styles of the various characters. So if you have Spirits activated in the standard game, it makes things more about who has the best Spirits equipped, as opposed to who played the best in any given round.

Suffice to say the Spirits find all of their appeal in the single player World of Light mode. Though even then, the game often mishandles their usage. Pulling a page out of Paper Marios Sticker Star and Color Splash, there are a number of battles in World of Light in which it is necessary to have specific Spirits equipped in order to win. If the Spirits gave you advantages in these situations, that’d be fine. But on more than one occasion you will come across a battle in which victory is impossible unless you have a specific Spirit equipped.

Another issue with World of Light is that it’s just too long for its own good. It features an unnecessary amount of branching paths, alternate routes, and  overall battles. And when it finally looks like you’re done with it, World of Light pulls a Ghosts ‘N’ Goblins on the player and extends the adventure by rather lazy means. To detract from the experience even further, World of Light is exclusively played by a single player. Super Smash Bros. Brawl’s adventure mode, Subspace Emissary, was far from a winner, but at least I could play that with a friend.

Not to mention Subspace Emissary served as a fast means of unlocking every character. But World of Light just drags on and on, with the lonesome tedium making you seek one of the many other means of unlocking the characters (thankfully, there are no shortage of options when it comes to expanding the roster). The fact that World of Light actually makes me long for Subspace Emissary could be a sign that maybe Super Smash Bros. is better off without an adventure mode at all.

Of course, the adventure mode is just a small part of the overall package, and every other mode included in the game delivers in spades: Classic Mode is more fun than ever, and includes unique challenges for every last fighter. Tournaments are easier to set up than ever before. New Squad Strikes have players selecting teams of characters and eliminating them one by one. Smashdown sees players cycle through the entire roster one at a time, with previously selected characters getting locked out after use. The variety never ceases to impress.

On the concept of variety, the biggest selling point of Super Smash Bros. Ultimate is that every playable character from the franchise’s history is present. If they were playable in a past Super Smash Bros. title, they’re playable here. So those of you who missed Solid Snake for being omitted from Super Smash Bros. on Wii U/3DS, he’s back. Young Link and Toon Link can now face off against one another. Pichu makes his return after seventeen years (they can’t all be winners). The DLC characters from Wii U/3DS return. Even the good ol’ Ice Climbers have found their way back to the series, after technical limitations on the 3DS prevented their appearance in the last installments. And yes, we even get a handful of new characters joining the fray, meaning that Super Smash Bros. Ultimate has all of the character variety of each and every one of its predecessors put together and then some.

“You’re the man now, Croc!”

Speaking of the new characters, that’s where things can be a bit inconsistent when it comes to selections. Ridley and King K. Rool feel like the most meaningful newcomers, given that they’ve been in high demand from fans since Melee. Splatoon’s Inklings also make sense as they represent one of Nintendo’s contemporary success stories. And Simon Belmont feels long overdue in the third-party character department (seriously, besides Mega Man, what other third-party character even compares to Castlevania’s early history with Nintendo?).

The remaining newcomers, however, are a bit of a mixed bag. Isabelle from Animal Crossing – though a welcome addition in her own right – doesn’t exactly come across as a character fans were dying to see join the series. Incineroar feels like he could have been any randomly selected Pokemon. And the downloadable Piranha Plant just feels like a big middle finger to the fans who have been requesting their favorite characters for years. That’s not to say that these characters detract from the gameplay by any means. But for a series so grounded in fanservice, some of these character selections feel misguided.

“Evil kings from classic series are the coolest!”

Perhaps with more newcomers the more disappointing entries wouldn’t stick out so much. But with most of the emphasis going towards bringing back every past character, you kind of wish that the smaller quantity of newcomers would have translated to a consistent quality. And that’s unfortunately not always the case.

Some fans may also lament that clone characters – now officially referred to as “echo fighters” – are still present, but at least now they’re categorized appropriately, and not treated as though they’re full-on additions to the franchise.

“The colors, Duke! The colors!”

Still, it’s hard to complain too much when Ultimate boasts seventy unique characters (with more on the way via DLC. Here’s hoping some favorites make the cut). There’s simply never a shortage of characters to choose from, and all of them bring their own sense of fun to the gameplay (with the possible exceptions of the excessive amount of sword fighters from Fire Emblem, who often feel interchangeable even when they aren’t clones).

Each character’s Final Smash has also been altered this time around, as they take on a more cinematic approach. Unfortunately, while the Final Smashes look more impressive than ever, their infrequent interactivity makes them less fun than in previous installments. This was probably done for the sake of balance, which is admirable. Though chances are, if you have Final Smashes active, you aren’t exactly aiming for a balanced, competitive bout.

The stages also adhere to Ultimate’s “everything but the kitchen sink” mentality. Although there are a few omissions, the majority of stage’s from past Super Smash Bros. titles make a return (unfortunately, Brawl’s Electroplankton-inspired stage is bafflingly among them). There are only four brand-new stages in the base game: Odyssey and Breath of the Wild themed levels for Mario and Zelda, and courses based on newly-represented series Splatoon and Castlevania. That may not sound like a whole lot of newness, but more stages are planned to be added along with the DLC characters. Besides, with the returning courses, Super Smash Bros. Ultimate includes over one-hundred different locations to do battle. And as stated, every last stage comes in three different versions (standard, Battlefield, and Final Destination), so you’re not very likely to get bored from repetition.

For those who don’t always have someone at the ready for some couch multiplayer, Super Smash Bros. Ultimate also expands the series’ online capabilities. Creating online matches has been streamlined by means of creating arenas, where players can set the rules as they see fit. You can even search for specific rulesets if you want to join an arena that’s more to your play style (though admittedly, the search engine needs some work). It’s now much, much easier to set up or join an online match and play with or against Smash players from around the world.

Sadly, the online functionality still isn’t perfect. Though lag is considerably less frequent than in Brawl or Wii U/3DS, it’s still present more often than you’d like. It isn’t limited to worldwide matches, either. I’ve encountered some slowdowns in games against my friends. Again, the lag isn’t so common as to detract from the overall experience, but considering that in five years’ time I’ve never encountered any lag issues in Mario Kart 8 (whether on Wii U or Switch), you have to wonder how and why Nintendo can’t replicate that level of online functionality with their other multiplayer franchises.

Other quibbles with the online mode include some minor (but no less irritating) design quirks, such as leaving your place in cue for the next fight in an arena just to change your character’s color (let alone change your character). Or why entering the spectator stands also removes you from cue (why the cue and spectator stands aren’t one and the same is anyone’s guess). Again, these are all just minor annoyances, but you have to wonder why they’re there at all.

Of course, it must be emphasized that, with the exception of the World of Light adventure mode, all of the complaints to be had with Super Smash Bros. Ultimate are minor grievances in the big picture. The series’ signature gameplay has never felt so polished, the content has never felt this endless, and with every last character in franchise history present, Super Smash Bros. has never felt this complete.

Super Smash Bros. Ultimate is also a technical showcase of the Switch’s capabilities. Though it retains a similar overall look to Super Smash Bros. for Wii U/3DS and Brawl, the graphics are much sharper and more refined. The level of background detail in the stages themselves – often so small you’d never see them in the heat of battle – is a testament to the abilities of the artists behind the game. The character animations are similarly impressive, especially those with unique characteristics (such as DK’s eyes bulging out of his head when hit, Donkey Kong Country-style; or Wario’s manic, sporadic movements).

Complimenting these visuals is a soundtrack that represents an unrivaled array of video game music, featured in both their original and new remixed forms in addition to many remixes from past Super Smash Bros. installments. Unfortunately, I don’t think there’s quite as many new pieces of music added into the fray as Brawl and Wii U/3DS brought to the table, but it’s hard to complain too much when the music is this terrific. Not to mention the soundtrack to Super Smash Bros. Ultimate is inarguably the biggest library of classic video game themes ever compacted into a single game.

On the whole, Super Smash Bros. Ultimate is an absolute winner. Its overall sense of newness may not be as prominent as the past few entries, but its inclusion of the best elements of every past installment, along with each and every last one of their characters, makes this the definitive entry in the long-running Super Smash Bros. series to date. With the exception of its egregious adventure mode, everything about Super Smash Bros. Ultimate is exploding with fun. With so many characters, stages, modes, and options, the content included in the package is seemingly bottomless, leading to an unparalleled replay value.

Super Smash Bros. Ultimate is not only the best game in the series, it’s one of the greatest multiplayer games ever made.

 

9

Mario + Rabbids Kingdom Battle: Donkey Kong Adventure Review

Downloadable content has become one of the more polarizing aspects of modern gaming. While the prospect of a game gaining additional replay value post-launch is enticing, many developers have used it as a cheap means to release a game before its initial vision is finished, thus charging consumers more money at a later date to make the game the complete package it should have been at launch. Well, let the Donkey Kong Adventure DLC for Mario + Rabbids: Kingdom Battle – 2017’s surprise of the year – be a shining example of how to do DLC right. Working more as a mini-sequel as opposed to a light extension of the original game, Donkey Kong Adventure proves once again why this most unlikely of crossovers shouldn’t be underestimated.

As the title suggests, Donkey Kong Adventure takes the Mario + Rabbids formula out of the Mushroom Kingdom and into Donkey Kong Country. After a string of events sends Princess Peach’s Rabbid doppelgänger, as well as robot guide Beep-0 and a bitter and defeated Rabbid Kong into “another dimension,” they find themselves in the world of Donkey Kong (I thought Mario and Donkey Kong were part of the same world? Oh well, the Rabbids crossover changes things up I guess). Rabbid Kong goes berserk, gaining newfound strength through “bad bananas” (bananas infected with the virus from the base game), and attempts a monopoly on all the bananas of Donkey Kong Island. Naturally, this doesn’t sit well with good ol’ Donkey Kong, who joins forces with Rabbid Peach, Beep-0, and the Rabbid equivalent of Cranky Kong (named Rabbid Cranky, naturally) to put a stop to Rabbid Kong’s plans.

The core gameplay remains the same; it’s still an X-COM-style tactical RPG that’s separated into two primary segments: exploration and puzzle sections, and combat. During the former, player’s control Beep-0 (who is being ridden by Rabbid Cranky like a segway), and you navigate the maps while solving the occasional puzzle to progress or collect treasure (new weapons, artwork, and music). Additionally, Donkey Kong Adventure takes a cue from Retro Studios’ Donkey Kong Country games, and includes twenty hidden puzzle pieces that must be found to unlock more secrets.

The basics of combat still remain intact: every character can move along the grid-like battlefield, perform either a primary or secondary attack, and use a special ability per turn. You can get some additional damage in by performing a slide attack during movement, and can gain more ground by performing team jumps. However, the two new characters, especially Donkey Kong himself, really change things up.

“DK can lure in enemies with his Donkey Konga inspired congo drums, which makes for a great combo with the devastating ground pound move.”

Rabbid Peach retains her blaster/sentry weaponry, along with her healing and shielding abilities. Rabbid Cranky introduces a crossbow and grenades into the mix, while also boasting an ability that allows him to attack an enemy during movement, as well as the power to put foes to sleep. Donkey Kong is the game-changer, however. Defying the standard mechanics of the game, DK doesn’t possess any firearms, instead wielding a boomerang-like banana as a weapon, and using his own fists to perform ground pounds in place of a secondary weapon. DK can hop on higher surfaces without the need of a warp pipe, and new DK pads allow him to swing from one section of a battlefield to another. DK also breaks the established rules by lacking a team jump and slide attack. Instead, DK has the more useful ability of being able to pick up teammates, enemies and objects during his movement phase. By picking up Rabbids Peach and Cranky, DK can carry and throw them to great distance, while enemies and objects can be thrown at other foes for another means of attack.

Donkey Kong’s presence alone greatly differentiates this DLC campaign from the base game, as he goes against many of the game’s mechanics while still fitting neatly into them (being paired up with two more traditional characters really brings out the best combination of old and new). If the campaign were just a bit longer, Donkey Kong Adventure would feel like a proper follow-up to Mario + Rabbids, as opposed to DLC.

Unfortunately, the short running time of the campaign may be the downside to Donkey Kong Adventure. Granted, I wasn’t expecting it to be as long as the base game, but I don’t think the overall length even reaches the halfway mark of the original campaign. That wouldn’t be too much of a complaint, except that the uniqueness that DK brings to the gameplay feels like it has more potential that goes unrealized. Not to mention the boss fights lack the variety found in Mario + Rabbid’s original release. Still, after the campaign is done, there are additional challenges to be tackled, so while I wish there were a bit more of this Donkey Kong goodness, the unlock able challenges do add a nice bit of content to the package. Another downside is that some of the technical issues still persist in the game. Nothing major, but some occasional slow-ups, as well as graphics taking some time to load still show up.

Mario + Rabbids: Kingdom Battle was already one of the best games on the Nintendo Switch, and now Donkey Kong Adventure adds an exclamation point to that claim. It’s a hefty piece of DLC that differentiates itself from the core game while simultaneously adding to it. All the while, Donkey Kong Adventure pays beautiful homage to the entire Donkey Kong series. The DKC aesthetics bring out the best in Mario + Rabbids’ already stellar visuals, while hearing classic Donkey Kong tunes given new life via Grant Kirkhope’s composition is a real treat. Even the loading screens pay tribute to those of Donkey Kong Country: Tropical Freeze. If Mario + Rabbids: Kingdom Battle was the surprise hit of the Nintendo Switch, then this Donkey Kong Adventure expansion is a perfect companion piece to it, proving that, beyond all expectations, the merging of Super Mario and Ubisoft’s Rabbids (and Donkey Kong) really was a match made in heaven.

 

7

Donkey Kong Country: Tropical Freeze (Switch) Review

When Retro Studios revealed Donkey Kong Country: Tropical Freeze at E3 2013, it was received with a lukewarm reception. People were baffingly disappointed that the studio opted to create a second DKC title (apparently forgetting how good Donkey Kong Country Returns was), and were clamoring for the developer to return to the then-dormant Metroid franchise (apparently forgetting Retro already made three titles in that series). This immediately lead to unfair criticisms towards Tropical Freeze and, coupled with questionable marketing, a delayed launch, and the overall underperformance of the Wii U, Tropical Freeze failed to receive the mass-appreciation it truly deserved. It quickly became a cult classic for many, due to its pitch-perfect gameplay, impeccable level design, and God-tier soundtrack, but it never became the best-seller it should have been. Now, Tropical Freeze has been given a second chance on the Nintendo Switch, in hopes that it can finally find the audience it so rightfully deserves.

Although the core game is mostly unchanged from its release on the Wii U four years ago (save for some touch-ups with the graphics, and some new character animations), DKC: Tropical Freeze is more than worth another go on the Switch, as it remains one of the finest platformers ever made.

Being a follow-up to Donkey Kong Country Returns, Tropical Freeze adopts the basic blueprint of its predecessor. But while Returns was an excellent game in its own right, it often relied on falling back onto nostalgic memories of the original 1994 Donkey Kong Country on SNES. Tropical Freeze – being Retro’s second go at the series – was able to break free from the familiarity of Returns and craft an identity of its own for the series.

The story here is that a gang of vikings called the Snowmads (comprised of arctic animals like walruses and penguins) have invaded Donkey Kong Island. Doing their best Elsa impression, the Snowmads freeze the entire island and make themselves at home, banishing the Kongs in the process. But DK is not one to simply let it go, and he, along with Diddy, Dixie and good ol’ Cranky, set off on an adventure across multiple islands to take back their home from the Snowmads.

“Despite being a side-scroller, Tropical Freeze features dynamic camera angles during certain stages to change up the gameplay in unique ways.”

Of course, any semblance of plot is really just an excuse to get DK off his keister and into those platforming stages. It’s within its gameplay and level design that Donkey Kong Country: Tropical Freeze becomes a work of art.

The level design of Tropical Freeze is among the best you’ll ever find in a platformer (or any genre, for that matter). Every stage introduces new mechanics and gameplay elements, making every last level feel fresh and original. Tropical Freeze almost epitomizes a “you know what would be awesome” mentality…as in, it’s all too easy to imagine the folks at Retro Studios exclaiming “you know what would be awesome?” right before they pitched their ideas.

There are a few shared elements between stages, namely the collectible puzzle pieces and K-O-N-G letters that are hidden within them (the puzzle pieces unlocking extras such as concept art and music, while nabbing every K-O-N-G letter in every stage of a world unlocks that world’s secret temple stage). But there’s not a level in the entire game that falls back on recycling a level concept brought up earlier in the adventure. The level design of Tropical Freeze is an utter delight the whole way through.

“That is one big-ass polar bear.”

This is also true of the game’s boss fights. Though the old tradition of one boss per world means that such encounters are limited at six, each one of them provides a clever challenge that’s full of creativity.

Player’s primarily control Donkey Kong, of course. He still runs, jumps, rolls, pounds the ground, and throws barrels. This time around, he can also pluck certain objects from the ground, as well as pick up certain enemies to throw them at others. Along the way, DK can team up with the other Kongs who, in addition to granting the player two extra hit points, come with their own special abilities.

Diddy Kong, returning from DKCR, comes equipped with a jetpack, allowing DK to hover for a short time. Meanwhile, Cranky Kong makes his long-awaited debut as a playable character, and can use his cane as a pogo stick – Scrooge McDuck style – to not only jump higher, but also to allow DK to jump across surfaces and enemies he otherwise couldn’t (such as thorny brambles or enemies with spiked viking helmets). Dixie Kong, true to form, proves to be the most useful, however. With her helicopter-like hair, Dixie Kong not only gives DK a bit more air, but also increases the height of his jumps. When playing solo, the additional Kongs more or less serve as power-ups, but they are also readily available for a second player to select in the game’s co-op mode.

On the visual front, Tropical Freeze looks better than ever, which is no small feat, considering how great it already looked on the Wii U. The graphics may technically be the same, but it all looks sleeker and smoother than it did before. And perhaps best of all, the load times have been drastically reduced in this Switch release.

Then we have that epic soundtrack. The first two installments of Donkey Kong Country remain highly regarded for their music, though the third entry’s score, while still good, fell considerably short of its predecessors. Meanwhile, Returns’ soundtrack mainly relied on remixes of the first DKC’s soundtrack, which is great and all, but didn’t exactly help in giving the game an identity of its own.

With Tropical Freeze, however, Retro Studios managed to cook up a musical score that ascends to one of the all-time greats in the medium, and more than lives up to the first two installments. It should come as no surprise that the key ingredient to the soundtrack’s roaring success is the return of original series composer David Wise, who made a triumphant return with Tropical Freeze after an extended hiatus from scoring mainstream titles. Much like the first two SNES DKC titles, the score of Tropical Freeze manages to encompass a shocking amount of variety, all while building the atmosphere of the game’s world, and turning the simple story of a bunch of apes fighting walruses into something truly epic and beautiful. As far as gaming soundtracks go, Undertale might be Tropical Freeze’s only real competition for the title of best of the decade.

While Tropical Freeze served as a vast improvement over (the admittedly great) Donkey Kong Country Returns in nearly every regard – from level design to boss fights to music – there were, unfortunately, two aspects in which Tropical Freeze merely followed suit with its predecessor, as opposed to improving it.

The first are the bonus rooms scattered throughout the levels. While these bonus stages are fun in their own right, they are all simple variants of “collect all the bananas.” It’s not a major issue, but considering the variety of bonus stages housed in the DKC games back on the SNES, you kind of wish Retro Studios could have touched up on the repetition of the bonus rooms found in Returns with their second outing. The other blemish is that Rambi the Rhinoceros is once again the only Animal Buddy present in the adventure (unless we count Squawks, who can be purchased at Funky Kong’s shop and alerts players to nearby puzzle pieces). While riding on Rambi and bowling through enemies is fun, he only shows up on a handful of occasions, leaving you wanting more out of him, as well as a return of more Animal Buddies such as Enguarde or my man Squitter (or for Retro Studios to develop some Animal Buddies of their own).

“I wonder if Funky is out looking for inter-planetary visitor dudes. Wow, I just made THAT reference.”

It also has to be said that the only major addition to the Switch release of Tropical Freeze is its new “Funky Mode,” which serves as a beginner-friendly playstyle for those who find the core game too difficult. Essentially, it’s easy mode, with Funky boasting all of the abilities of the other Kongs, as well as having more hit points and unlimited oxygen when swimming. On one hand, I can appreciate the game having an easy mode. Given its often intense difficulty, providing an easier option for beginners might give Tropical Freeze a wider audience. But on the downside, it is kind of a shame that the new playable character has to be confined to it. Having Funky as a unique character with his own abilities in the core game might have been a nice twist on this modern classic, while the easy mode could have potentially given DK the extra benefits and such, thus separating it and the new character.

Donkey Kong Country: Tropical Freeze was not only my favorite game of 2014, but also one I can confidently say was my favorite in the entire Wii U library. It’s a platformer that easily ranks among the best of them, with sheer creativity and gameplay brilliance pouring out of every level. The fact that it was initially met to such a lukewarm reception was a damn shame, and played a part in Tropical Freeze becoming quite possibly the most underrated game in Nintendo’s history.

Now, Donkey Kong Country: Tropical Freeze can safely claim to be one of the very best games on the Nintendo Switch. Sure, the lack of variety in bonus stages and Animal Buddies is still a bit of a bummer, and the fact that Funky Mode is the only prominent addition to this second release can feel a little like a missed opportunity. But make no mistake about it, Donkey Kong Country: Tropical Freeze should rank among the best games Nintendo has ever made. And hopefully this time, more people will get to realize that.

 

9

Mario Party 2 Review

Mario Party 2

The Mario Party series has seen many, many iterations since the release of its first entry in 1999. Though the series’ annual releases eventually meant the games would eventually be watered down (even now that the releases are no longer annual, the newest entries are frowned upon more than ever), the original N64 trilogy is fondly remembered. Perhaps none more so than the second installment, which was released in 2000.

Mario Party is a rather easy series to summarize: Players take control of a different character from the Mario universe (here including Mario, Luigi, Princess Peach, Yoshi, Wario and Donkey Kong), and take turns moving across board game-inspired levels, with mini-games spread throughout after each player has taken a turn. The basic goal of Mario Party is to have more stars than the other players by the time the game is over.

Just like any real board game, things are a bit more complicated when you go into detail. Stars are normally obtained by reaching Toad on the game board, and paying 20 coins to purchase it. Additionally, stars can be stolen from other players by passing by Boo (or summoning him through one of the game’s items), and additional stars are awarded at the end of the game for accumulating the most coins, winning the most coins in mini-games, and landing on the most “Happening Spaces” (green spaces on the game board that activate the level’s different gimmicks), should you choose to have these bonuses enabled. If players tie for the most stars, the tying player with the most coins is the winner.

Coins are obtained by landing on one of the many blue spaces on the game boards, while landing on red spaces takes them away. Coins are also earned by winning mini-games or stealing them with Boo. There’s also the bank space, which forces players to surrender five coins every time they pass it, but should a player be lucky enough to land directly on the bank space, they are awarded with every accumulated coin in the bank.

Players must also be wary of the Bowser spaces on the board, as landing on them could end with Bowser messing with the players, stealing their stars and coins for himself.

Those are the basic rules of Mario Party, though each board also has their own share of gimmicks and themes (in Mario Party 2, we have a western world, a haunted world, and a space world, to name just three of the six boards featured). The boards all change up the formula slightly, with different layouts and different results from landing on the aforementioned Happening spaces.

Mario Party 2The mini-games are where the action really picks up though. Mini-games come in a host of varieties, with 4-player free-for-alls, team-based two-on-two and one vs. three being the standard types that are played between rounds. Additionally, there are one-on-one dueling mini-games (playable by using the dueling glove item or landing on the same space as another player during the last five turns of a game), and battle mini-games, in which all four players compete for a jackpot of their coins.

The mini-games can be a bit hit or miss. There are plenty of really fun mini-games, and then there are some that are just more frustrating than anything, with some being blatantly based more on luck than player skill.

Mario Party 2This luck-based nature isn’t just found in mini-games, either. There are instances where players will randomly find hidden blocks containing stars or myriads of coins, and many level gimmicks will often screw players over. You can go from first to last place in the span of a single turn, no matter how well you’re performing on the board or in the mini-games.

Granted, this luck-based gameplay actually does reflect the nature of many real-life board games. But it doesn’t change the fact that, in a video game, it just feels so frustrating.

With that said, a game of Mario Party 2 with a full party of four players is a whole lot of fun. The game’s competitive nature – and even some of its more random elements – make it the kind of game that’s riotous fun with friends. And if you get tired of the board game setup, there’s always modes built strictly for the mini-games, as well as a host of unlockable content.

On the downside, Mario Party 2 is simply not engaging when playing solo. The Mario Party formula only works when playing with others. As a single player experience, the randomness and other frustrating elements are only magnified, without the interactions with friends to make them more ironic and enjoyable.

That really sums up Mario Party 2. Great (if not exactly deep) multiplayer fun, but not much of anything to speak of in terms of single player modes. Bring a few friends to the party, and even the more frustrating elements of Mario Party 2 become fun.

 

7

Mario Kart Arcade GP DX Review

MKAGPDX

Mario Kart as been one of Nintendo’s most successful and beloved franchises. Every major platform since the SNES has seen the release of a new Mario Kart title, and in more recent years, Nintendo has teamed with Namco Bandai Games to produce a series of Mario Kart titles for arcades. The third and most recent of which, Super Mario Arcade GP DX, can be played in many arcades in Japan and in the west. But just how well does this arcade installment stack up against the traditional entries on Nintendo’s platforms?

In many ways, Mario Kart Arcade GP DX is a pretty interesting game. Not only does it bring Mario Kart to arcades, but in many instances you are able to save data so that you keep unlocked features with future visits (though not every arcade provides the means to save progress, and simply have many of the game’s aspects unlocked from the get-go). Then there are silly little details that could only work in arcades, like taking a photo of yourself with a pirate hat or Rosalina’s hair to be displayed over your character for other players to see.

Gameplay-wise, Mario Kart Arcade GP DX is a pretty faithful transition for the franchise to arcade cabinets. The game is controlled via arcade wheel, with an acceleration and brake pedal being included to better mimic real-life driving. It definitely feels appropriate for an arcade version, though admittedly the wheel’s controls can feel a tad oversensitive.

Naturally, like any Mario Kart, the game is at its best when played with others. Most arcades that feature the game have multiple cabinets. Players can not only race against each other, but can even team up against computers, or have two-on-two races between players. Some of these modes even include special items that see players’ vehicles join together, with one player temporarily becoming the driver, and the other firing a barrage of weapons, Double Dash style.

On the downside of things, some of the classic Mario Kart aspects – namely the items and tracks – have been watered down. While it’s understandable for certain features to be simplified in the arcades, I can’t help but feel that the game went about the simplification in the wrong way.

Items are now placed into three categories: items that are launched in front of you, items that are dropped behind you, and special items. This not only takes out the variety in the Mario Kart weaponry, but in each race you’re only able to get a single item in each category, which – like your Kart – are determined via roulette wheel. So not only do you not have most of the classic Mario Kart items at your disposal (all but the Koopa Shells are replaced with more generic items like road signs),  but you don’t even have control as to which items you get, or what kart you drive.

The tracks themselves also have a strong lack in variety. Although there are still a few different cups to choose from (each containing four tracks), each track within a cup has a striking similarity to each other in both layout and themes (every track in Mario Cup resembles a beach, for example, while Bowser Jr. Cup is all about airships).

Mario Kart Arcade GP DX is definitely a fun time at the arcade, especially if you happen to get three other players to join in. Unfortunately, its feeling of being simplified for the arcades is a bit too prominent, which removes a good deal of variety and depth from the formula. It’s definitely worth a few tokens if you have some friends or other arcade patrons playing with or against you. Just don’t expect to spend a whole lot of time on it, even if you have the tokens to do so.

 

5