The Legend of Zelda is arguably the most beloved video game series of all time, and few of its entries are as cherished as Link’s Awakening. Though it was the fourth installment in The Legend of Zelda, it was the first to be released on a handheld console. One of the main reasons Link’s Awakening built such a strong reputation for itself was due to it retaining the series’ sense of depth and exploration, despite being released on the original Gameboy in 1993.
Keep in mind this was still a time when a series being translated to a handheld system meant the compromise of its quality (even Mario didn’t quite feel like Mario on the Gameboy). So the fact that Link’s Awakening still very much felt like The Legend of Zelda was a stunning achievement in itself in 1993.
Link’s Awakening started development as a port of the Super NES classic, A Link to the Past, released one year prior. But somewhere along the line, it became its own beast. Though it couldn’t quite reach the same heights as its SNES predecessor, Link’s Awakening still managed to capture a good deal of its magic, and has certainly held up better than the NES Zelda titles. The title proved so popular that when Nintendo released the GameBoy Color in the late 90s, one of its biggest selling points was a re-release of Link’s Awakening in 1998.
Now, twenty-one years after its GameBoy Color release, Link’s Awakening has been remade from the ground up for the Nintendo Switch, in what is undoubtedly the definitive version of the beloved title.
It’s a match made in heaven, really. Link’s Awakening played a pivotal role in Nintendo’s earlier years in handheld gaming, being one of the few games on the original GameBoy that most would agree felt as big as a home console title. And with the Nintendo Switch being a hybrid of a home console and a handheld, few Nintendo classics would be so fitting for a Switch remake.
2019’s Link’s Awakening is a beautiful recreation of the 1993 GameBoy classic. Taking on a toy aesthetic, this Switch version features character models that resemble Gashapon figures, and environments that look like dioramas. The art direction is oozing with charm, making it baffling how some sections of the Zelda fandom cried foul when the visuals were first revealed (you’d think Zelda fans would have learned their lesson by this point). The art style, combined with the HD sheen of the Nintendo Switch, make Link’s Awakening look right at home in 2019. There are admittedly a few frame rate drops here and there, but nothing too bad.
On the gameplay side of things, Link’s Awakening on Switch features the same timeless gameplay to be expected from 2D Zelda titles post-A Link to the Past. Link is every bit as fun to control as ever. But there are even a few modernized improvements made to Link’s Awakening where needed, the most prominent of which being that Link’s sword, shield and upgrades are permanently equipped once gained. This is something of a godsend, as the limitations of the original GameBoy’s hardware meant players had to constantly be switching out Link’s items and abilities. But with the Switch’s extra buttons, Link is easily able to keep hold of his standard items and abilities, as well as equip two ‘special items’ gained from dungeons at any given time.
Perhaps the only questionable decision with this modernization is that the Roc’s Feather item, which allows Link to jump, isn’t among the permanent abilities, and still has to be equipped like the other special items. This is questionable because, with how fundamentally useful the ability to jump is, you’ll almost always have Roc’s Feather taking up one of your two item slots. The Pegasus Boots – which allow Link to dash at great speed – become automatically linked to a specific button without needing to be equipped. Roc’s Feather probably could have used the same treatment, seeing as I found myself with it equipped for almost my entire playthrough.
Other changes made to the game include more collectibles to give the side quests some extra heft. The total Heart Pieces to be found in the game has increased from the mere twelve found in the original GameBoy version to thirty-two, while the Secret Seashells have gone from twenty-six to a whomping fifty that can be collected. Though simple, searching for the Heart Pieces and Seashells prove to be fun diversions to the main quest.
Perhaps the biggest brand new addition to Link’s Awakening is the inclusion of a dungeon editor. Before you get too excited, it has to be said that the dungeon editor is incredibly limited.
By visiting Dampé, players can edit their own dungeons by utilizing chambers collected from the dungeons the player has completed throughout the game (the main quest retains its eight dungeons, and the optional “Color Dungeon” from the GameBoy Color release makes a return). On the plus side, putting a dungeon together from pre-existing rooms and making it all make sense has a fun puzzle element to it. On the downside, the player doesn’t have the ability to edit anything about the chambers themselves. The player can’t place doors, decide what enemies to litter about or what walls can be destroyed with bombs, or even choose what rewards await in treasure chests (if your dungeon ends up having a certain number of locked doors, the chests will at first provide the number of keys required to unlock them all, then have a random amount of Rupees, with the final chest opened always containing the boss key).
Again, the dungeon editor can be fun in its own right, but don’t get your hopes up that it’s the Zelda equivalent of Super Mario Maker (though here’s hoping its presence is something of a test run for just that).
Aside from being a standout game on a handheld platform in the early 90s, another reason Link’s Awakening holds such a fond place for many is that it’s quite possibly the weirdest Zelda title. Taking inspiration from Twin Peaks, Link’s Awakening sees Link stranded on Koholint Island, where he must collect the eight Instruments of the Sirens in order to awaken “The Wind Fish” (who is actually a whale) – the island’s deity – who is in a deep slumber inside of an egg on top of a mountain (as whales do), if he ever wants to escape the island.
Not only is the story delightfully weird (and being one of the earliest games in the series, it’s also refreshingly absent of that convoluted “Zelda timeline” nonsense), but Link’s Awakening is also a ‘weird’ entry in that it features many elements from the Super Mario series (as well as a Kirby cameo).
While Mario and Zelda have always referenced each other – seeing as they’re the two series most strongly associated with the Nintendo name, and both originally spawned from Shigeru Miyamoto’s mind – Link’s Awakening took things to another level by directly featuring enemies and characters from the Mushroom Kingdom and a profuse amount of side-scrolling sections that pay homage to Mario’s early adventures. Many fans were worried that – much like the Superstar Saga remake on 3DS was absent of a certain cameo found in its original GameBoy Advance version – that the Mario elements would be removed or downplayed in this Switch remake. Thankfully, not only are the Mario cameos and references in full force (complete with the first 3D appearance of Super Mario Bros. 2’s Wart), but Nintendo even doubled down on them with a new side quest focused on collecting Mario figurines. There’s just something about the Mario series that makes the presence of its characters add a little more fun to any game.
Although the writing may not necessarily be anything to write home about, the Twin Peaks influence definitely shines through in some wacky dialogue and the overall strangeness of the adventure, an influence which I like to think has carried over to subsequent entries in the Zelda series, given its often bizarre characters. That weirdness started here, and perhaps (sadly) hasn’t been outdone by subsequent Zeldas.
Now I have to make a confession, I was never the biggest fan of Link’s Awakening back in the day. It was certainly a considerable improvement over the NES Zelda games, and I loved that aforementioned weirdness of it all, but for one reason or another, it never quite clicked with me in the same way A Link to the Past and some later Zeldas did.
That’s all changed with this Switch remake, which has won me over to Link’s Awakening so strongly, that I would probably now rank it among my favorite Zelda games. The adventure is long and deep enough to feel rewarding, but short enough as to not overstay its welcome. To think that this game was originally a GameBoy title is somewhat baffling. Sure, it’s still on the “smaller” side of the Zelda series, but it was so big back in its own day that Link’s Awakening still feels like a meaty addition to any Switch library.
I’m not sure whether this remake has simply opened my eyes to Link’s Awakening’s full merits, or if its changes and additions have made the game that much better (again, that art style!). Maybe a bit of both.
Whatever the case, Link’s Awakening on Switch is an ideal video game remake and, quite fittingly, something of a dream come true.
Wario Land originally began life as a spinoff of Super Mario Land in 1994, but Nintendo would later re-invented the series with its second entry four years later in 1998. This Wario resurgence lasted for the next few years, culminating with Wario Land 4 on the GameBoy Advance in 2001. After that, the Wario Land series went on hiatus, and with the WarioWare franchise coming into prominence soon thereafter, it seemed like Wario Land was a thing of the past. But after seven years, Wario Land finally made a comeback – and on a home console for the very first time – in the form of Wario Land: Shake It! on the Wii. While Wario Land: Shake It! may seem like a more straightforward platformer than some of its predecessors, it hides a surprising level of depth for completionists, and hand-drawn visuals that make it all too easy to get sucked into.
Wario Land: Shake It! was developed by Good-Feel, the same studio who would later make Kirby’s Epic Yarn as well as Yoshi’s Woolly World and its sequel. But this was Good-Feel’s first instance of tackling a popular Nintendo franchise and giving it a unique visual overhaul. Naturally, you wouldn’t expect Wario to be as cute or charming as Kirby or Yoshi, but that doesn’t mean Wario Land: Shake It! is any less visually captivating than its more well-known Kirby and Yoshi counterparts.
Instead of being made of yarn or crafts, Wario’s adventure from Good-Feel uses entirely hand-drawn character sprites, courtesy of acclaimed anime studio Production I.G. And the results are quite stunning. Wario would probably be one of the last video game characters you’d think of when you think ‘anime,’ and yet, Wario Land: Shake It! is one of the best examples of an interactive anime. Wario’s every action is surprisingly detailed, and the enemies – though more simplistic than Wario – still boast fluid animation. It’s simply a great game to look at, an element that would become a hallmark of Good-Feel’s titles.
The story is, of course, simple stuff. A princess from the “Shake Dimension” has been kidnapped by the Shake King, and her loyal followers, the Mertles – weird bird creatures that remind me of the Flickies from Sonic 3D Blast -have been imprisoned. The Shake Dimension needs a savior…but they end up finding Wario instead. Wario is at first disinterested in saving the day, until an escaped Mertle informs Wario that he can keep the many treasures he comes across in the Shake Dimension, including the kingdom’s most priceless treasure, a bottomless coin sack that will generate money whenever shaken. Naturally, this gets Wario off his lazy butt to set out and be a “hero.”
In terms of gameplay, Wario Land: Shake It! at first appears to be a pretty straightforward platformer, but with a twist: after you make it to the end of a stage (a caged Mertle that can be freed by shaking said cage), Wario must race back to the start of the stage before time runs out, lest he lose his accumulated treasures.
Like in Wario Land 4, our mustachioed, garlic-obsessed anti-hero is no longer invincible as he was in Wario Lands 2 and 3. Though with that said, you’ll still likely rarely lose a life (during my play through for this review, I only ever actually died during the final boss). So the game may be easy from that perspective, but as Good-Feel would later implement in their future titles, the real challenge of Wario Land: Shake It! comes in the form of total completion. Each stage houses three unique treasures to be uncovered, as well as a series of challenges (which basically work like Xbox achievements or Playstation trophies), from three to five depending on the stage, that need to be completed in order to unlock that stage’s soundtrack, which is necessary for those seeking 100% completion. Some stages will even have some challenges that contradict each other, meaning you’ll have to repeat those stages in order to check off every challenge. Additionally, the game features a few hidden stages, unlocked upon finding hidden maps within the normal levels.
The downside to Wario no longer being invincible (aside from the obvious) is that the transformations of Wario Lands past have been greatly reduced. In Wario Lands 2 and 3, Wario’s invincibility was part of an elaborate joke, in which getting hurt by enemies gave Wario different “transformations” as opposed to taking damage. In Shake It!, only Wario’s fire and snow forms return (that is to say, Wario can catch fire or get trapped in a snowball to his advantage), but otherwise, Wario’s gameplay is more traditional than in some of his past ventures.
The irony in this scenario is that Good-Feel would later incorporate character invincibility in Kirby’s Epic Yarn. So Good-Feel’s entry in the Wario series is lacking one of its past trademarks, but the studio incorporated it into their Kirby installment two years later.
Still, Wario remains a fun character to control. He’s still his brutish self, so he can charge, throw and butt-stomp enemies into oblivion. And in the game’s signature addition to Wario’s repertoire is that he can now shake enemies and objects he’s holding (done by shaking the Wii remote). Enemies will often drop health-replenishing garlic, but some of them, as well as plenty of objects, will dish out coins by the dozens.
Unfortunately, despite the bountiful amounts of cash-money Wario is bound to come across, there’s only so many uses for it in Wario Land: Shake It! The gold can be seen as the equivalent to points, with players trying to best their “high score” with return visits to stages. But since Wario’s collected gold actually has practical use, it really stands out how few uses there are for it. After a world is completed, Wario can purchase access to the next world – as well as an additional hit point – from his former rival, Captain Syrup. If Good-Feel were going to include things to spend Wario’s stolen hard-earned loot on, you can’t help but feel there could have been better things to spend them on. It would have made more sense if the secret levels had to be purchased, and if there were additional abilities to unlock, instead of spending Wario’s gold on things that just feel like the natural progress of the game.
Players seeking a tougher challenge will probably skip buying the extra hearts anyway, and the fact that Wario has to purchase the next world in line instead of simply progressing to it just feels like a forced reason to have Wario spend his gold. At that point, Wario’s treasure may as well just be for a high score.
Still, while Wario’s abilities may have been trimmed down, and he may as well be holding his gold, I do ultimately feel that Wario Land: Shake It! has aged better than its predecessors. Its level design (and the optional challenges therein) get progressively more difficult and clever as the game goes on. And with the aforementioned mechanic of racing back to the start of the levels after rescuing its Mertle, Good-Feel finds various ways to incorporate unique puzzle elements into the stages (oftentimes the player will have to pay close attention to how Wario interacts with the environment on the way to a level’s ‘end,’ so that he has a quicker path back to the starting point). In regard to this level design, Wario Land: Shake It! remains a creative platformer over a decade later. And its striking, hand-drawn imagery still stands out. Shake It! may not last long for those simply rushing through the levels, but because of the depth of the game’s exploration due to its collectibles and objectives, it should have completionists salivating.
Sadly, after Shake It!, Wario Land entered its longest hiatus to date, which continues to this day. Maybe one day, Wario will find a convenient enough time for himself to go on another adventure. But at least Wario Land’s last ride (so far) was one that still holds up today, and still looks as stunning as ever.
*Review based on WarioWare Touched’s release on the Wii U Virtual Console*
WarioWare, Inc. Mega Microgames was one of Nintendo’s unsung classics of the 2000s. WarioWare stripped the very nature of video games down to their bare minimum, leaving its many microgames as a platform for Nintendo to test out myriads of gameplay ideas. The concept of WarioWare was perhaps more fruitful than Nintendo initially realized, with the series’ formula allowing them to push the innovations of their hardware.
2005 saw two such WarioWare sequels. One of them, released on the GameBoy Advance (home of the original title in the series), was WarioWare Twisted, which had a built-in “gyro-sensor” that allowed for motion controls. The other was WarioWare Touched on the Nintendo DS, which utilized the handheld’s touchscreen and microphone features.
Admittedly, Twisted has aged far more gracefully, with its gameplay features still feeling unique today. That’s not to say that Touched has aged poorly, but because its (pardon the pun) ‘twist’ was that it utilized features that were standard on the DS, it’s kind of lost some of its individuality over time. The later WarioWare Smooth Moves on the Wii would similarly use its platform’s capabilities, but I feel that Smooth Moves managed to do so with considerably more creativity. Smooth Moves brought out the best it could from the Wii’s features, whereas Touched feels more like it’s falling in line with its platform’s standard.
Again, that’s not to say that WarioWare Touched is a bad game by any means. It is WarioWare, after all. And if it doesn’t leave you with some kind of goofy grin on your face at one point or another, you may be dead inside. The issue is simply that Touched is the one entry in the WarioWare series that no longer stands out.
The basics of the series remain intact in WarioWare Touched: Players face gauntlets of seconds-long microgames, with each character in the game boasting their own such series of games. You only get four chances to slip-up before a game over, and the microgames pick up in speed after you have conquered a number of them (the tougher gauntlets naturally increase speed much sooner than the earlier challenges).
The difference here, of course, is that along with button presses, the microgames of Touched are mostly played with the touchscreen controls of the Nintendo DS (or Wii U Gamepad, if you’re playing the Virtual Console release), and some of the latter microgames even utilize the mic on the system for some delightful gameplay quirks.
WarioWare Touched can be a lot of fun at times, with the simplicity of the series’ gameplay being complimented by the DS’s hardware features. Whether you’re swiping, tapping, spinning, or tracing, Touched is a fun example of how the WarioWare series can be used to showcase gameplay ideas and utilize hardware.
On the downside, simply being WarioWare on the DS no longer really stands out for the series. Subsequent WarioWare titles have been released on the DS and 3DS, which boasted additional gameplay innovations on top of the DS’s touchscreen features. WarioWare D.I.Y allowed players to create their own microgames, and WarioWare Gold features most of Touched’s microgames, in addition to those from Mega Microgames and Twisted, plus a number of games of its own. So being the “DS WarioWare” no longer works in Touched’s favor, and hasn’t for quite some time now.
WarioWare is almost always going to a fun experience (Wii U’s Game & Wario being the exception), and the simplicity of the DS’s features has its charms. But it would be hard to recommend WarioWare Touched over a number of its sequels. There’s still good fun to be had with WarioWare Touched, but it’s short-lived, especially when you consider the great replay value the series is capable of.
Nintendo’s Wii U console gets a lot of flack. Some of its criticisms are just (it was a commercial failure for the big N, a fact that was magnified by its status as a bridge between two golden ages for Nintendo), but the Wii U played an important role in Nintendo’s big picture. An argument could be made that the Switch – and the success that has come with it – is a combination of the refinement of the ideas the Wii U got right (surely the Wii U Gamepad opened the door for the Switch’s handheld capabilities), and the results of learning from the Wii U’s mistakes.
The Wii U’s lack of third-party support was among its biggest missteps, but one of the system’s highlights was that it featured some of Nintendo’s best first-party output. It really isn’t a shock that much of the Wii U’s legacy in first-party titles has been given a second chance at life on the Nintendo Switch, whether through enhanced ports (such as Mario Kart 8 Deluxe and Donkey Kong Country: Tropical Freeze), or sequels that build on the ideas of the Wii U originals (such as Splatoon 2). The latest entry in the latter category is Super Mario Maker 2, the sequel to one of the Wii U’s few undeniable success stories.
In 2015, Super Mario Maker gave players of all experiences and skill levels the opportunity to try their hand at game design. Though it had a few unfortunate limitations, and certainly wasn’t the first game-creation game, Super Mario Maker was a new highlight for the genre. By making the level creation process as accessible and deep as the gameplay the Super Mario series is known for (and featuring said gameplay to boot), Super Mario Maker was fun and addictive in a way that no other game-making title had been before.
Super Mario Maker 2 takes that same accessibility and depth of the original, while making a few appreciated adjustments and bringing in some meaningful new additions. As such, Super Mario Maker 2 is not only an improvement over its predecessor, but a treasure trove of Super Mario levels that’s ever-expanding. One that should both entice players to test their own creativity in level design, and jump at the chance to see the creativity of other players from around the world.
Though it must be said that there are still a few lingering limitations to certain features of the game. So while Super Mario Maker 2 may be unlimited Mario fun on one hand, these limitations do prevent this sequel from reaching its full potential, and can make certain aspects feel more like the content of an expansion pack than a grand follow-up.
Still, even with limitations, Super Mario Maker remains one of Nintendo’s best ideas. The Mario series has an uncanny ability to make concepts more fun just with its presence, and that’s true even of game-creation tools. Take LittleBigPlanet, for example. While that series has also allowed players to create their own levels and express wild levels of creativity, it loses a great deal of its appeal once you try to play said levels. Gravity works against Sackboy, rendering the platforming awkward and clunky. Mario, however, has long-since mastered gravity for the betterment of gameplay. So while Super Mario Maker 2 may still have room to expand its creation tools, the tried-and-true gameplay and physics of the Mario series guarantee that Super Mario Maker 2 still boasts near-infinite replay value.
Like its predecessor, Super Mario Maker 2 allows you to create your own Mario stages in the styles of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. The most obvious addition to Mario Maker 2 is that it includes a new game style with which to build your stages: Super Mario 3D World.
While Super Mario 3D World was played with a 3D perspective, it did feel like the proper continuation of the legacy of Mario’s 2D adventures (certainly more so than the New Super Mario Bros. games ever did). In Mario Maker 2, the 3D World style is presented as a 2D side scroller, like the other present styles, which in a way makes it tantamount to the first new type of Mario side-scroller since the original NSMB game hit the Nintendo DS back in 2006.
As in the first Super Mario Maker, each different game style not only alters the aesthetics of your stage, but also come with the appropriate physics and mechanics of their respective games, with small changes here and there (each style boasts one power-up unique to their original game, Super Mario World and NSMBU feature Yoshis, while the NES styles have Kuribo’s Shoe in his place, etc.). While the four returning styles can be swapped in and out while editing a level to see which style it plays best in, 3D World is listed under its own, separate category. This is due to 3D World having “enough differences” in its features that the other styles can’t replicate. On one hand there are some notable differences in 3D World, so I can kind of understand this. At the same time, it is kind of a bummer that certain features don’t carry over to the 3D World style.
Once again, all your created levels utilize different course ‘themes,’ based on the world themes of Mario games past. The six themes from the first Mario Maker return: Ground, Underground, Water, Ghost House, Airship and Castle. Super Mario Maker 2 adds four new course themes to the proceedings: Desert, Snow, Forest and Sky.
These new themes add variety to the aesthetics of the game (with new compositions by none other than the original Mario maestro, Koji Kondo, for level themes that are new to particular game styles), but an even bigger addition to these course themes brings even greater variety to the experience: Night themes.
All ten of the course themes now feature an alternate ‘Nighttime’ mode, effectively doubling the total course themes. The Nighttime versions bring out new gameplay mechanics and shifts to their respective level themes. Playing a night-themed ground level, for example, will see Super Mushrooms turn into deadly Poison Mushrooms, which will give chase to the player. Nighttime ghost houses will see the majority of the screen covered in black, with a spotlight shining on Mario and select objects and enemies, giving an appropriately claustrophobic atmosphere to the ghost stages. Castle stages will mysteriously gain water-like attributes, with Mario and enemies swimming through the air as if they were submerged in a water level. Perhaps most interestingly, the underground stages will flip upside down when exposed to nighttime, flipping Mario’s controls around as well.
The night versions of the course themes are among Super Mario Maker 2’s best new features. Along with the major – often bizarre – tweaks they bring to the gameplay, they also make smaller changes to enemies and objects as well, enticing players to try out everything they can in each night theme to see how they work.
Like in the first Mario Maker, you can actually implement two course themes in a stage, one for the ‘main’ portion of the stage (which houses the start and goal), and a ‘sub’ portion of the stage that Mario can access via warp pipe. You can make a stage that consists of a daytime ground level in one portion, and a nighttime castle in the other, again adding to the game’s staggering variety. As an added bonus, the sub-areas of stages can now be made into ‘vertical’ courses, which opens up all the more possibilities, including vertical scrolling sections (though it is both strange and unfortunate that only sub-areas can receive the vertical treatment).
While most of the 3D World style’s differences from the other represented games are justified, one of the disappointing drawbacks to the new game style is that the nighttime features don’t transfer over to 3D World. Even if 3D World couldn’t share all the features of the returning game styles, you can’t help but feel that the night themes – given the twists they bring to gameplay – should have found a way to be carried over.
As always, players can delve into countless stages made by players around the world at any time. Super Mario Maker 2 features a much more refined search engine than the first game, making it much easier to find the types of stages you’re looking for. It’s still not quite perfect (you can still only search for levels and players by codes, as opposed to names), but it’s an inarguable improvement over its predecessor’s search methods.
The 100 Mario Challenge mode from the first Super Mario Maker has been replaced with the Endless Mario Challenge. While the first game’s equivalent had Mario complete a set number of levels under specific difficulties (with a maximum of 100 lives to do so, no matter the difficulty setting), the sequel’s new mode will literally keep the player-created levels coming until the player gets a game over. For the ‘easy’ and ‘normal’ settings, you may find yourself picking up enough extra lives that you can keep going with seemingly no end in sight (you are still limited to 100 lives, and can only obtain three extra lives per stage like in the 100 Mario Challenge from the first game, but in the easy and normal settings you’ll find yourself blazing through a number of levels before dying once, so you often get extra lives faster than you lose them). The ‘expert’ and ‘super expert’ difficulties, however, will really put you to the test. The latter setting, in particular, will probably cost a great deal of your lives just to complete the first stage, whatever it may be.
I prefer this new Endless Mario mode to the 100 Mario mode of the first game. Though on the downside, your only rewards for completing many stages are costume pieces for your Mii avatar. You can also find yourself placing on worldwide leaderboards (different boards for each difficulty setting), though the downside to leaderboards in any game is that there are always those crazy players who can put an ungodly amount of time into the game, meaning that more reasonable players can only get so far, with the leaderboards having a much lower ceiling for them.
I only bring this up because the first game had the delightful rewards of character costumes for the Super Mario Bros. game style, which not only disguised Mario as the sprite of various other characters (from fellow Nintendo icons like Link and Pikachu to third-party characters like Mega Man and Sonic to even non-game characters like Shaun the Sheep) but each disguise brought their own sound effects and music cues to the proceedings.
The character costumes are not present in Super Mario Maker 2. The reasoning for this is that Super Mario Maker 2 doesn’t feature Amiibo support in any capacity, and since Amiibo could be used to instantly unlock coinciding character costumes in the first game, the feature has been dropped.
It does admittedly feel like a weak reason. After all, you could unlock all the Amiibo costumes (plus the additional ones) by completing the 100 Mario Challenge repeatedly, so it’s not like the costumes were only available to rabid Amiibo collectors. Even if the Amiibo support were getting dropped, it seems weird that the character costumes had to be removed entirely as well.
Still, I suppose simply playing through an endless supply of Mario levels is reward enough in its own right. Not every stage you come across will be a winner, of course (many stages are only categorized as ‘easy’ because their creators left them empty, and many are considered ‘super expert’ simply because their creators filled them with clutter or troll the player with unfair traps that only said creator would be aware of). But when you come across a stage in which its creator’s creativity shines through, it makes it all worth it.
Another very welcome gameplay addition comes in the form of Clear Conditions which, as their name implies, are objectives you can set for your stages which must be completed in order to finish a stage. You can make goals like collecting every coin (or simply a set number of them) in a stage, defeating all of a specific enemy, or reaching the goal while in one of Mario’s many forms (Fire Mario, Cape Mario, Cat Mario, etc.). You can even set goals such as reaching the end of a stage without taking any damage, or not touching the ground after jumping in the air (this particular goal requires some crafty level design in order to implement it).
The Clear Conditions can really help in making less linear stages, and certainly help with making features like boss sections and bonus stages. But there are a few unfortunate caveats to the Clear Conditions. Players are unable to place checkpoints in stages with Clear Conditions, and while you may be able to specify certain objectives (like defeating X-amount of Dry Bones), you can’t make more broad objectives (like defeating every last foe on the stage). Another questionable design choice is that, no matter the Clear Condition, the end goal will remain inaccessible until that condition is met. That’s fine for levels where the objective can have the player backtrack to meet said requirements (“oops, I missed x-enemy, better go back”), but in stages where you can fail the objective outright (“I landed on the ground after taking to the air”) you have to manually restart the stage, as the goal will be impossible to reach. It may be a nitpick, but it would be nice if levels such as those would simply register as Mario losing a life and starting over once the objective is failed. Similarly, it would be nice to have an option for a stage to end as soon as a boss is defeated, instead of felling said boss simply resulting in the goal becoming available.
Super Mario Maker 2 also introduces a proper story mode into the mix. Through the Odyssey-esque hub in story mode, players select different stages in the form of “jobs” in order to earn coins to repair Princess Peach’s castle. Unlike the Endless Mario Challenge, the stages in story mode are made by Nintendo themselves, making Super Mario Maker 2’s story mode the closest thing we’ve had to a new Mario side scroller since New Super Mario Bros. U launched alongside the Wii U in 2012. Even after you’ve finished the ‘story’ aspect of story mode, there are still additional jobs to be done, and even a few unlockables (like the brand new “Builder Mario” power-up for the 3D World style, and Super Mario Land’s ‘super ball’ power-up in the Super Mario Bros. style).
As fun as the story mode is, one aspect that left me greatly disappointed in it is that numerous Clear Conditions that appear in story mode are unavailable for your created levels. I took my time to beat the story mode before I delved into making my own stages, and had an abundance of ideas inspired by what I was playing in story mode.
Notably, I had all kinds of ideas built around the escort mission concept where you rescue Toads and guide them to the end of the level. The condition of clearing a stage while holding a large rock also got my creative juices flowing (unlike other objects Mario can carry, said rock weighed the plumber down, leading the player to get creative as to how to get the rock to the goal while also performing Mario’s platforming acrobatics).
Unfortunately, once I started making my own levels, I spent a good deal of time trying to figure out how to implement these Clear Conditions, only to find out that they weren’t even an option. It was a bummer, to say the least. Perhaps Nintendo can implement the story mode Clear Conditions into the level editor through an update or DLC down the road. But even if we do get them later (and hopefully we do), it still stings to be teased with these features before having the ability to use them in our own created levels.
While Super Mario Maker 2 introduces numerous additions to single player modes, it also introduces multiplayer into the Mario Maker fold. Two players can work together on a single Switch console in the level editor in what is ultimately a well-meaning but overly chaotic addition. But more notably is that Super Mario Maker 2 includes competitive and co-operative multiplayer modes, where up to four players from around the world can help/hinder each other in player-created levels.
In the multiplayer modes, players take control of Mario, Luigi, Toad and Toadette (why Princess Peach is absent is beyond me). Unlike many Mario games featuring different playable characters, all four heroes play identically in Super Mario Maker 2. That makes sense, seeing as many levels could effectively be ‘broken’ if their creators forgot to consider Luigi’s high jumps and such. The identical play styles of the characters are excusable, but I do kind of hope Nintendo adds a few more character options down the road (again, why isn’t Peach a playable character? And let’s throw Rosalina in there for good measure).
Unfortunately, you may encounter lag issues more often than you’d like during online play, which can really be a detriment in a fast-paced platforming stage. Some people will balk at the very notion of a Nintendo game with smooth online capabilities, but I have to point out that Nintendo has accomplished it in the past with the Mario Kart series (to this day, I have yet to experience any notable lag issues with Mario Kart 8 on either the Wii U or Switch). The fact that Nintendo has accomplished consistently smooth online elsewhere does kind of make it more aggravating when they release an otherwise promising and fun online experience hampered by frequent slowdowns.
Along with big changes such as Super Mario 3D World, the new level and nighttime themes, story mode and multiplayer, Super Mario Maker 2 houses a seemingly countless number of smaller additions. Classic Mario features make their way to the Mario Maker experience for the first time (such as snake blocks, rising and falling water/lava, the Angry Sun, and the long-requested slopes).
There are also new mechanics introduced in Super Mario Maker 2 which haven’t been seen elsewhere in the series before: swinging claws can fling Mario or grab and drop enemies like a crane game. Red and blue on/off switches that coincide with similarly colored blocks make for unique platforming and puzzles. ‘Twisters’- balls of wind (with eyes, of course) – produce mini-tornadoes that can launch Mario and enemies upward. There are so many features both new and returning in Super Mario Maker 2, that the game is like the ultimate toolkit for learning video game level design for players of all ages.
If there’s one feature I wish could be polished up a bit though, it would be boss fights. Bowser and Boom Boom appear in all game styles (though Bowser takes on his ‘Meowser’ form in 3D World), with Bowser Jr. being available in the returning game styles, and Pom Pom also appearing in 3D World. It’s not exactly a wide range of boss options, and while each boss behaves differently in each game style they’re present in, it would be nice if each style had different sets of behaviors you had the option to select from when placing them in your levels.
I’ve noticed many levels that have gotten creative with their takes on boss fights, and while that’s great to see, I do wish Nintendo could give players easier access to creating more unique bosses. Players shouldn’t have to jump through so many hoops just to make a boss that isn’t Boom Boom. Maybe Nintendo could implement the ability to ‘bossify’ enemies? Make any enemy bigger, change their color, select how many hit points they have, things like that.
Again, you can use Clear Conditions to make a boss fight in theory, but even that has limitations. You may be able to add a single Magikoopa to a stage, for example, give him a Super Mushroom to make him supersized, and make his defeat required in order to finish the stage. But you can still take out said giant Magikoopa with a single fireball. So it’s not much of a boss fight, really.
Still, no matter how many limitations may hold back certain areas of Super Mario Maker 2, there is no doubt that – on the whole – Super Mario Maker 2 is the new benchmark for game-creation games. The returning features, along with the armies-worth of new ones, make Super Mario Maker 2 a bottomless toy box that opens the floodgates for endless Mario fun.
There may still be some work to be done to the editing tools if we want to see the perfect Mario creation game, but the fact that Super Mario Maker 2 provides a refinement and expansion of what its predecessor started – allowing players from all over the world to exercise their creativity through its level editor – means the game boasts perhaps an unmatched level of playability.
First of all, a thousand apologies that my updates have been so slow as of late. We’re almost halfway through August, and I’ve only written a single review so far this month (for Quentin Tarantino’s Once Upon a Time in Hollywood). For that matter, I’ve been pretty infrequent with the updates all Summer. Again, a thousand apologies. Here’s hoping that, in the months ahead, I can pick the pace back up. Who knows, September is the month that features my birthday. Maybe I’ll crank out a bunch of meaningful posts in September as a gift to myself.
To make up for some lost time, here’s something…that isn’t just another dreadful filler post!
So here’s the codes for my first bath of created levels in Super Mario Maker 2! Admittedly, I’ve only made a handful of courses so far, as most of my hours in Super Mario Maker 2 have been dedicated to the Endless Mario Challenge. But hopefully I’ll get to making even more stages, and I’ll be sure to continue posting their codes here on my site.
So if you have a Switch, and Mario Maker 2…play my levels!
“High Tide Wine River”
For this stage, I utilized the Super Mario World aesthetics, and built it around two new gameplay mechanics introduced in Super Mario Maker 2: The On/Off switches, and using the Dry Bones shell as a boat.
I used the forest theme, with the nighttime element to change the rising water into deadly poison. Because said poison is purple – and as a nod to Super Mario RPG – I added the “Wine River” bit to the title. And the “High Tide” portion of said title is both in reference to the fact that the poison rises, and a little nod to the ‘High Tide Ride’ stage from Donkey Kong Country: Tropical Freeze.
To top it off, the stage features that soothing music/sound effect throughout. So even if you find the stage difficult (though it’s only categorized in the “normal” difficulty range), hopefully the calming music will help make things seem not so bad.
“Chuck E. Skipsqueak’s”
This stage uses the Super Mario 3D World style (I assume most my stages will be either SMW or 3D World), using the airship theme.
As you may have guessed from the name, the stage is something of an homage to the arcades of Chuck E. Cheese’s. More specifically, it’s a tribute to the classic “Whack-A-Mole” games you often find there (and basically any arcade).
Yes, I am aware I could have used any of the other game styles and used Monty Moles to more accurately replicate the game, but the 3D World style is the only one that includes the new Construction Mario power-up, which uses a hammer. On top of that, the Skipsqueaks come in a spiney variety, which can’t simply be jumped on to be defeated. Thus, by removing the ability to use Mario’s jump as an attack, and requiring the use of a hammer, I feel it better captured the feel of a Whack-A-Mole game.
Those are the only ‘real’ levels I’ve made so far (I’ve made one other stage, but it’s more of a joke and I’m not sure if I’ll keep it, hence why I haven’t discussed it here). Hopefully you enjoy these levels, and hopefully I’ll be making plenty more Super Mario Maker 2 stages soon.
Talking of Super Mario Maker 2, I hope to have my review of the game up soon, as well as my review of the recent Lion King remake. So you see, I still have reviews and other such “real” posts in the pipeline.
Despite having originally been released in 1983, Bomberman is a timeless game, comparable to Tetris or Super Mario Bros. in this regard. Like Tetris, Bomberman is the kind of game that’s held up well enough that it could be ported to any modern console or device and be justified in doing so. And like Super Mario, it has produced numerous sequels in the decades since its original release.
But Bomberman sits somewhere between Tetris and Mario. Tetris is still released on every available platform to this day, and Super Mario Bros. – though holding up well on its own merits – has been bettered multiple times over by its sequels. Bomberman, meanwhile, has seen many iterations through the years, and while some of them have added a lot to the formula (Saturn Bomberman being a particular highlight), many of its sequels are so close to the original that they can feel more like ports.
That brings us to Bomberman GB. As its name implies, Bomberman GB was to be the Gameboy edition of the series. Released in 1994, Bomberman GB successfully brought the classic Bomberman gameplay to the handheld. But for the game’s release outside of Japan, Bomberman GB was given a slight makeover. Hudson Soft (Bomberman’s now-defunct original developer) and Nintendo decided to add one of the latter’s characters into the game, and chose to use Wario, the comically villainous “anti-Mario” who had debuted two years earlier in Super Mario Land 2 and quickly became one of Nintendo’s most iconic characters.
The end result was Wario Blast: Featuring Bomberman, a game which successfully translates the Bomberman gameplay to Nintendo’s Gameboy handheld, but doesn’t do too much more than that. Though Wario Blast is fun, it’s far from the best Bomberman game, and the fact that Wario’s presence in the title is simply cosmetic means his addition – while welcome – isn’t exactly meaningful.
Like any traditional Bomberman game, the goal is to eliminate all of your opponents on the battlefield. Your weapons are (quite obviously) bombs, which you use to destroy obstacles in your path, and ultimately try to blow up your opponents. The bombs explode in lines that travel in four directions, and you are susceptible to your own bomb blasts, meaning you’ll often have to take cover behind walls to avoid destruction by your own hand, as well as your enemies’.
Some of the usual Bomberman power-ups also return, and can be found after destroying certain obstacles. The bomb power-up allows you to plant an additional bomb on the field (one extra bomb for every power-up gained), while the fire power-up increases the range of your bombs’ explosions (making it easier to destroy your foes…and yourself). There is also a skull power-up, which is something of a double-edged sword. At first, the skull power-up seems purely bad, as it temporarily removes your ability to plant bombs (as well as the character skills you learn as the game progresses). But on the plus side, if you’re crafty enough, touching an opponent while under the effects of the skull will remove their ability to plant bombs as well. And if you infect an enemy with the skull, its negative effects will wear out on you before them, making for an easier target.
In a nutshell, it’s Bomberman, but on the Gameboy. On the plus side, Bomberman is one of the few games that could be translated onto the original Gameboy and not feel like it’s sacrificing the series’ quality for the sake of portability. On the downside, it’s Bomberman… but on Gameboy. That’s all well and fine, except unlike Tetris, this isn’t supposed to be a port, but is instead one of Bomberman’s less creative sequels.
There are some changes, with the most prominent (aside from Wario’s mug being added to the game) being that the rest of Bomberman’s usual items (such as the ability to kick your bombs forward) are now instead permanent abilities that are learned after defeating bosses.
There are eight worlds in the game, each comprised of four stages (again, bringing Super Mario Bros. to mind). The first three stages of each world are the traditional Bomberman battles (the first against a single opponent, the second against two, and the third against three), which are played in best two-out-of-three rules. The fourth stage of each world is the boss stage.
Though the game allows you to play as both Bomberman and Wario, the change really is purely cosmetic. The only difference is Bomberman’s non-boss enemies are Wario clones, and Wario’s are Bombermen (additionally, the passwords for each stage differ between the two characters). And considering these are Gameboy sprites we’re talking about, the cosmetic change only goes so far (though in all honesty, just play as Wario. You can play as Bomberman in any Bomberman game, so you may as well play Wario and benefit from the crossover aspect).
Though the game is short (it probably won’t take much longer than an hour), the fact that each world introduces new stage gimmicks means there’s some fun variety throughout. And I enjoy the two-out-of-three nature of the stages. Though even with these benefits, Wario Blast does feature some unfortunate shortcomings.
One of the big issues is that – with the abilities gained from the first few bosses – the player quickly becomes overpowered. I can accept the usual power-ups from the series are made into learned abilities (though there’s also an argument to be made that aspect in itself takes something away from the experience), but one ability which sees the player learn how to dash an enemy against a wall to stun them makes the proceedings way too easy. The early stages will see the AI try to outmaneuver you (to varying degrees of success). But in later stages, you can just pick up bomb and fire power-ups as you go, and once you run into an enemy, just dash them into a wall and plant a single bomb for an easy win.
Another problem is that there’s an awkward few seconds after your opponents have been defeated where you can still potentially die before the victory screen is displayed. You’d be surprised how often you’ll end with a draw and add another round to the best two-out-of-three because of it.
While Wario Blast may have a number of elements holding it back, I have to reiterate that the classic Bomberman gameplay will always be fun. And sure enough, Wario Blast: Featuring Bomberman is a rare example of a Gameboy title that’s still fun to play today. But Wario Blast does suffer from being one of the more basic Bomberman sequels, offering little to the experience that you couldn’t find in every other Bomberman title.
Perhaps the biggest missed opportunity of Wario Blast, however, is the simple fact that Wario’s inclusion in the game was merely shoehorned into the game’s international release. Perhaps if Wario Blast lead to some follow-ups of its own that integrated Wario’s presence into the proceedings in more meaningful ways relating to gameplay or level design, it would be easier to look past Wario Blast’s underutilization of its namesake character. But because this was the beginning, middle and end of Wario butting heads with a third-party character, it’s more than a little disappointing that the game never had a real chance at fully delivering on its concept.
Think about it, what better video game character is there to go toe-to-toe with various gaming heroes than Wario? Super Mario is the face of gaming, so it only makes sense that the “anti-Mario” would try to sabotage other people’s games and try to slap his face on them. Hudson Soft and Nintendo could have been onto something here with Wario Blast. Sadly, instead of seeing Wario face off with Bomberman again, or try to hijack Mega Man, Castlevania, or any other series, it all ended just as soon as it began. By the time Bomberman GB 2 made its way westward, Wario was nowhere in sight…
But hey, Wario Blast is still fun. And that definitely counts for something.
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.