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!
You really can’t judge a book by its cover. Or in this case, a game by its concept. When news leaked in late 2016 that Ubisoft was making a crossover title between their Rabbids characters and Nintendo’s Super Mario franchsie – one that was rumored to involve guns – gamers were a bit skeptical (to put it lightly). With nothing to go by but those rumors, the entire concept sounded like some batty fanfiction. But now here we are in 2017, and Mario + Rabbids Kingdom Battle is a reality. And it’s a damn good game. Yes, it’s as strange as it sounds, but it’s also one of the freshest – and best – Mario games in recent years, and one of the best titles on the Nintendo Switch.
Mario + Rabbids really is unlike anything else bearing the Mario name. Though Mario’s world has always been one of surrealism, here it is the more sane of the game’s two clashing worlds. The Rabbids have run amok in the Mushroom Kingdom, bringing with them a sense of irreverence (and toilet humor) that would normally seem out-of-place in Mario’s usual fairy tale world.
The story goes like this: a genius inventor from our world, who also happens to be a Mario Bros. fangirl, has created the “Supamerge,” a device that can combine two objects together. While she’s away, a group of Rabbids arrive in her room/workplace in their inter-dimensional, time-traveling washing machine, and start chaotically playing with all the Mario memorabilia. One Rabbid, however, starts messing around with the Supamerge, and accidentally begins merging his fellow Rabbids with the objects around them. The Rabbid then hits the time washing machine with the Supermerge which, combined with all the Mario-themed items scattered about, inexplicably teleports the Rabbids – along with the genius’ robot assistant Beep-0 – to the Mushroom Kingdom.
From there, the Rabbid who stole the Supamerge accidentally ends up merging with the machine itself, thus giving himself the ability to combine objects. This Rabbid is found by Bowser Jr., who decides to use this Rabbid’s newfound ability to create a mutant Rabbid army and take over the Mushroom Kingdom while Bowser is away on vacation. Naturally, it’s up to Mario to save the day, but he’ll be getting some help from some of his usual friends, as well as a group of Rabbids who were cosplaying as Mario characters when they were merged, thus adopting those characters’ heroic traits.
It’s…it’s insane. Though it seems weird for a Mario game to be so meta as to present itself as a video game in its own story, it does seem a bit less inappropriate due to the outright insane idea behind the game itself. After all, this is a title in which Yoshi wields a machine gun. It’s not exactly the usual Mario fare.
Gameplay-wise, Mario + Rabbids is a tactical RPG in the vein of XCOM. The game is played in a somewhat isometric perspective, with the segments in between battles featuring some exploration and puzzle-solving elements. Players technically control Beep-0, who guides Mario and friends throughout the exploration segments. Meanwhile, the game features eight playable characters for battles, with players being able to select three of them at a time for their team.
Mario is of course mandatory to be in your party at all times, as is the case in every Mario RPG up to this point. But along the way, Mario will be joined by Luigi, Princess Peach and Yoshi, as well as four Rabbids dressed as those characters (aptly named Rabbid Mario, Rabbid Peach, etc.). Battles take place in grid-like environments, where characters take turns performing their actions. Each character is allowed three actions per turn (movement, attack, and using an ability), with the best part being that, for deeper strategy, you can swap between characters during individual actions, instead of having to blast through all of a character’s actions at a time.
These actions aren’t as simple as just making a move and attacking, however. Character placement is key to victory, and you want to be moving your character somewhere where they can cover from enemy fire, while also having enemies in their line of sight. Additionally, during the movement phase, a character can “dash” into an enemy for some extra damage, and can select a nearby teammate to perform a “team jump” to cover even more distance.
Each character has their own role to play, with everyone having their own combinations of weapons and abilities. Luigi, for example, is a bit of a glass canon; being able to deal great damage from a distance with his sniper-like weaponry, but has the least hit points of all the characters. Meanwhile, Princess Peach is something of a tank, having a large number of hit points, a shotgun-like weapon that deals close range damage, and a shield ability that let’s her soak up half of the damage enemies do to whoever she’s protecting. Rabbid Luigi specializes in debuffing enemies, while Rabbid Peach heals allies.
Even the abilities everyone shares, such as the dashes and team jumps, have unique features depending on the individual character. Mario can, of course, damage enemies by jumping on them with a team jump, while Luigi is the only character who can team jump twice in a row, and Peach’s team jump heals allies nearby to her landing position. While the Mario characters get the better jumping benefits, the Rabbids have the more varied dashing abilities. Rabbid Peach can dash into multiple enemies, while Rabbid Mario’s dash explodes as to damage other nearby foes.
Between every character’s primary weapon, secondary weapon, and special abilities, there’s a wide range of gameplay and strategy options available for every battle. Better still, you gradually unlock more character abilities (or improve those you already have) by upgrading a character’s skill tree. By winning battles and completing certain tasks, you are awarded with Power Orbs, which are essentially experience points, and are used to customize a character’s skill trees to however the player sees fit. You can even respec the characters at any given time.
Power Orbs, as well as coins for buying weapons, come in greater numbers depending on your performance in battle. Should you keep all of your characters alive and finish off enemies within a certain amount of turns, you’ll be given a better grade and better rewards, thus giving you more incentive to thoroughly think through your strategies.
I can’t compliment the battle system enough. The battles will constantly keep you on your toes and scratching your head wondering how to best tackle the enemies and their tactics, as well as how to use the environment to your advantage. There are even some types of battles that change up the rules – such as escorting Toad or getting a character to a certain point – that add a whole other layer to the battle system’s depth and complexity.
If there’s one downside to battles, it’s that your team options are more limited than you’d like. It’s understandable that Mario has to be in your team, but on top of that, you must also have a Rabbid on your team at any given time. I can understand Ubisoft wanting players to use their characters (who wouldn’t pick all Mario characters if given the option?), but if that needed to be the case, then maybe the team size should have been expanded to four characters instead of three. There were multiple occasions where I knew I would have a battle down pat if I could have both Peach and Luigi on my team. But I couldn’t do that simply because I then wouldn’t have a Rabbid in battle. And when you consider that Princess Peach and Rabbid Peach are the only characters with healing abilities (and there are no healing items in battle), you’ll likely feel the need to have at least one of them on your team at all times. While the battle system itself is insanely fun mechanically, the team limitations can be a bit disappointing at times.
Some may lament that, at only four worlds long, the game may appear to be on the short side. And considering you don’t get Yoshi on your team until midway through the fourth world, he may come across as underutilized. But each of these four worlds are decently lengthy, consisting of nine “chapters” apiece, plus a secret chapter found in each that can only be accessed after the world is otherwise completed. Additionally, after you’ve conquered a world boss, you can replay the world and face a series of challenges which further change up the rules (finish a fight in a set number of turns, get everyone to a specific spot without dying, etc.). And there are a few “Ultimate challenges” that are only available post-game, so little Yoshi still has a lot to do, despite being a last minute addition to the story mode.
Mario + Rabbids is one of the best looking titles on the Nintendo Switch, with clean, colorful graphics that take advantage of the usual Mario aesthetics, combined with a bit more absurdity to compliment the Mushroom Kingdom’s current invaders. I did experience multiple freeze-ups during my playthrough, however. Nothing that affected gameplay, but still frequent enough to note.
The visuals are a definite standout, though there was a little bit of a missed opportunity in combining the Rabbids with traditional Mario enemies. While I enjoyed all the character designs, it does seem a bit weird that Chain Chomps and Boos are the only usual Mario baddies to show up, and even then, they show up as obstacles, not enemies. Not really a complaint, but should there be a sequel, I hope to see some Rabbids donning Koopa shells or riding Lakitu’s cloud, and maybe a Bob-omb with bunny ears.
Along with the battle system, Mario + Rabbids’ biggest highlight is its musical score. Composed by the great Grant Kirkhope, Mario + Rabbids captures a unique flair in the Mario series, but one that should stand alongside the series’ classic scores. From a handful of classic Mario tunes remixed, to the completely original tracks, Mario + Rabbids has a fantastic score that is distinctly Kirkhope. So on top of Mario, Rabbids and XCOM, the game may also bring Banjo-Kazooie to mind. And that’s just swell.
2017 has proven to be a banner year for the video game medium, with one great title being released after another. And Mario + Rabbids is a standout title among that lot. It’s a surprise no one really could have seen coming (even after information on it leaked). It combines two very different franchises, and mixes in some inspirations from others, to create something that feels completely original. It’s far and away the best Rabbids game ever made, and it’s also one of Mario’s best outings in recent memory.
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.
In 2015, Nintendo released an arcade iteration of their Luigi’s Mansion franchise to arcades in Japan, courtesy of developer Capcom. The game has since made its way to select arcades stateside, as something of a test run to see how well it fares outside of its native Japan. Hopefully this test run turns into something more, as Luigi’s Mansion Arcade is the best of the recent arcade transitions of Nintendo franchises.
The first highlight of Luigi’s Mansion Arcade is the setup itself. The game is featured in an enclosed cabinet, giving it a darker, more isolated feeling that fits the game’s haunted house theme. The cabinet features a seat for two players, each of which use a controller modeled after Luigi’s Poltergust 5000 vacuum.
Unlike the GameCube original or the 3DS sequel, Luigi’s Mansion Arcade is presented in a first-person view, meaning that players see everything from Luigi’s viewpoint. The players can select from a small set of mansions, each of which are played in a linear, on-rails style, with players progressing to the next room of every mansion once they clear out every ghost in a given chamber.
The game utilizes motion-controls, with players aiming their vacuum controllers at the ghosts, holding and releasing a button at its top to shine a flash at the ghosts to stun them, and then pulling a trigger on the controller to begin vacuuming the ghosts up. It actually controls pretty well, and it may leave you wondering why Nintendo didn’t make a game like this on the Wii.
Admittedly, one awkward piece of controls is present in the form of the Flash Bomb, a limited ability that more easily stuns every ghost on-screen. The Flash Bomb is used by pressing a button in the middle of the cabinet itself, as opposed to being featured on the gun. This can become a bit cumbersome in some of the more hectic sections, and can kind of break the flow of the game’s control scheme.
Additional fun is added to the game by the way the levels feature branching paths. Although the levels are played in fixed paths, certain rooms can lead to alternate paths (either by finding a hidden item or shining your light to reveal a secret pathway). This adds a little more variety to the experience, and also gives players the chance to earn extra coins, which means a higher score after the mansion is complete.
Luigi’s Mansion Arcade adopts the visual style (and even the mansions) from the 3DS game. This means that the game has a nice, cartoony look to it that’s visually appealing, but also means that it lacks the gloomy atmosphere of the GameCube original.
Although Luigi’s Mansion Arcade simplifies the series’ formula to fit the “quick fun” nature of arcades, it makes for a worthy place to spend your arcade points. Luigi’s Mansion Arcade is simple but addictive fun that provides a good deal of enjoyment for two players.
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.
The 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.
This 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.
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.
Super Smash Bros. quickly became one of Nintendo’s most beloved franchises. And how could it not? It’s a fighting series where Nintendo’s most beloved characters duke it out with sumo-style rules, and Mario Kart-esque weapons. But after the sequels built so strongly on the series’ formula, going back to the original may come us a slight disappointment. While the 1999 original Super Smash Bros. remains a fun game in its own right, it feels more than a little empty when compared to any of its sequels.
As stated, Super Smash Bros. is a fighting game where – rather than depleting your opponents’ health – the goal is to accumulate enough damage to send them flying off the screen, thus eliminating them. It’s a simple enough setup, but it has proven so much fun that the series has produced some of the most insanely replayable games of all time.
On the downside, much of the depth found in the gameplay wouldn’t arrive until the GameCube sequel, Super Smash Bros. Melee. Melee would add more moves, more specials, and tighter mechanics. Brawl would add Final Smashes and some really creative movesets. And the recent Wii U and 3DS editions add depth and polish to pretty much every facet of the gameplay.
By comparison, the N64 original feels barren. Here, the characters only have three special attacks (performed with B, B + up, and B + down), as opposed to the four found in Melee and subsequent titles. Even more notably, the number of standard attacks each character has is incredibly limited. There are no Smash attacks or more intricate moves. You can’t midair dodge, or perform very many fancy combos. You only have a few directional ground and midair attacks, and the aforementioned specials. The gameplay is still fun at its core, but knowing just how much depth the sequels added to the equation, it’s easy to feel that the original Smash Bros. is a bit dated.
On top of that, some of the mechanics also haven’t aged too well. Here, opponents will be sent flying off-stage with relatively little damage. In later entries, opponents usually need to be well above the one-hundred damage mark before you can think about sending them packing. But here, you can defeat enemies after having only dealt about half of that damage. This leaves many battles feeling incredibly short. Another downside is just how slow the characters move. Many people complained that the characters in Brawl moved too slowly, but I might assume those same people hadn’t played the original in a good, long while. Here, the characters move so slowly and jump so floaty it’s hard to complain about Brawl’s movements by comparison.
On the bright side, the original Super Smash Bros. featured an indisputable roster of deserving characters. From the get-go, players can select Mario, Donkey Kong, Link, Yoshi, Samus, Kirby, Fox McCloud and Pikachu, while the secret characters include Luigi, Jigglypuff, Captain Falcon and Ness. It’s an incredibly small roster compared to the sequels, but it also benefits by predating the clones, self-damaging characters, and seemingly random character selections found in later games. Every character here strongly represents Nintendo’s diverse franchises, and you can’t really complain about the the character inclusions (though it is a shame the low memory of the N64 meant that Princess Peach, Bowser and King Dedede were left out of the mix until later entries).
Super Smash Bros. also featured a good number of fun items and a small but creative selection of stages, each one boasting their own gimmicks. There are also some additional modes to be found, though understandably, there’s not nearly as much content as there would be in future installments.
Single player modes are limited to an arcade-style “story mode,” where you battle in a series of fights until you make your way to the Master Hand, and the mini-games Break the Target and Board the Platforms. They aren’t much, and once you’ve played through them to unlock the secret characters, you’ll probably be sticking with the multiplayer battles.
The original Super Smash Bros. is still a fun game, particularly with a full group of four players. But it doesn’t hold up nearly as well as any of its sequels. The game feels prototypical and a bit shallow, and it simply isn’t nearly as fun as Melee, Brawl or the Wii U and 3DS editions. It does hold up better than many of the other multiplayer titles on the N64, however.
If you want to play a more definitive and deep Smash Bros. experience, stick to the Wii U version. But if you simply want to have some old fashioned, multiplayer fun, you could do a whole lot worse.