Wrecking Crew ’98 Review

One of the few Mario games that never saw release outside of Japan was Wrecking Crew ’98, the third (and so far, final) entry in the Wrecking Crew sub-series, and the last Mario game released on the Super Nintendo in Japan (in the west, Super Mario RPG holds that distinction). As the title implies, the game was released in 1998, and by that point, the Nintendo 64 had been on store shelves for two years, thus Wrecking Crew ’98 missed out on a western release (Japanese gamers seem to better appreciate the joys of the games themselves, no matter the hardware, whereas western gamers have a tendency to only care about what’s new and has the best graphics). That all changed in April of 2024, when Nintendo finally released Wrecking Crew ’98 to the western world via the Nintendo Switch Online service (though all of the game’s text remains untranslated). It’s a shame it took so long for Wrecking Crew ’98 to see a release in the west, because it’s a joy to play, and one of the SNES’s best puzzle games.

That’s right, Wrecking Crew ’98 is a puzzle game, in contrast to the more arcade-style gameplay of its more famous NES predecessor. But that’s kind of what makes Wrecking Crew ’98 so brilliant, it takes the blueprint from the NES game, and shifts it into another genre. In doing so, it makes the Wrecking Crew series’ gameplay deeper and more fun.

The basic gameplay of the NES Wrecking crew title remains intact: you control Mario (or one of a number of other familiar and obscure characters) around a single screen, climb ladders, and break objects with a hammer. Whereas in the previous game Mario simply had to destroy every breakable object to complete a stage, here the player is up against an opponent, giving things a competitive edge. Clearing a stage of breakable objects isn’t good enough, now you need to chain combos together to empty your playing field, while bombarding your opponent’s with more blocks and enemies. If one row of objects reaches the top of the screen, the player (or opponent) has five seconds to start breaking it down, otherwise the game ends.

That may sound like typical falling block puzzler fair, but as stated, combining it with the Wrecking Crew formula makes for a uniquely engaging experience. The fact that the player moves a character around the board (as opposed to simply flipping the blocks) already makes it one of the more distinct puzzle games of its time.

Colored blocks replace the breakable walls from the NES game, with the player being able to destroy the blocks by simply hitting them, or by strategically lining up three to five blocks of the same color to start flooding their opponent’s board. Along with running and jumping, the player can use an action button to hit the block the character is standing in front of or use the same button to pull the switches on the left side of the board, which moves the corresponding row of blocks. There are also “brick blocks” that hide one of the color blocks inside (whack it once to reveal the color block, and a second time to destroy it if need be). The player also has access to what I call the “Drop Button” (the X button on the basic setup on a Switch controller). The drop button will drop a few extra blocks on the player’s own board. That may sound counterproductive, but it’s actually a clever mechanic for two reasons: the first is that, if you’ve cleared your board, you can press the drop button to add more blocks in hopes of building more combos. The second reason is that more difficult levels will feature iron blocks (both by default and sent by the opponent) which the hammer can’t break, and can only be broken by bomb blocks, which only appear via the drop button. Adding another creative layer to that, a single bomb block will appear only every other time the drop button is pressed, meaning the player shouldn’t be using the drop button too liberally.

“If you happen to feel nostalgic for the NES game, Wrecking Crew ’98 also includes its predecessor in its entirety right out the gate.”

These simple mechanics all come together to form a puzzle game that’s easy to learn, but difficult to master. Which are the best kind of puzzle games, really. My only real complaint with the gameplay is that, when your opponent starts sending enemies to your screen, it can be tedious to eliminate them. You can’t hit them with the hammer (remember the blocks you hit are technically in the background, the enemies share the same space as the character), and bomb blocks don’t destroy them. The only way to get rid of enemies is for them to make their way to the bottom of the screen. You can speed up the process by jumping on their heads, but the jumps have to be a bit more accurate than in most Mario games, and if you don’t hit the enemies just right, they hit you, which leaves your character bouncing out of control for maybe a few seconds too long.

Honestly though, that’s a small complaint for what is otherwise a wildly engaging, competitive puzzle game. The game is so deceptively complex, that you may find some rounds can go on for much longer than you’re used to in falling block puzzle games (my longest game, set on one of the higher difficulties, lasted over a half hour).

“The areas marked with numbers are the standard story mode stages, the ones marked with letters house the secret characters.”

Wrecking Crew ’98 features a story mode which – from what I can tell – revolves around Bowser constructing a large building for the simple reason of denying a bunch of cute flowers the sun, thus preventing them from growing. So Mario sets off to best Bowser as to knock down the building and feed the flowers some much needed sunshine. It’s a simple and cute plot, and it stands out in the Mario series.

Before he can face Bowser though, Mario has to defeat a Koopa Troopa, and returning Wrecking Crew characters Eggplant Man, Gotchawrench and Foreman Spike. Defeating each opponent also unlocks them as playable characters in the game’s other modes, and defeating Bowser not only unlocks the Koopa king, but Luigi and Princess Peach as well. There are four additional characters hidden away in the story mode, three of which are fought by beating the second, third and fourth stages within a few short minutes (easier said than done). The hidden characters are also playable once defeated, and besting the first three reveals the final secret character.

At the expense of spoiling the surprises (for a decades-old game), the four secret characters are arguably the most bizarre lineup of characters in Mario history (which is saying something). The first is simply “Onigiri.” As in a literally onigiri, the Japanese rice ball that Pokémon’s Brock so affectionately referred to as ‘doughnuts.’ Not an anthropomorphic onigiri with a cartoon face, mind you. Onigiri the character is simply an onigiri that can move and talk. The next two secret characters are relatively less weird, one is the ghost of a girl named Onnanoko, and the other a middle-aged construction worker wearing traditional Japanese garb named Oyazi. The final secret character is Dogu, a Japanese clay doll that comes from another world.

Honestly, the unlockable characters may be the most out-of-left-field character roster in Super Mario history (and that’s including those weird human characters from Mario Golf). I’m not complaining though, I actually think it’s pretty unique that the secret characters are kind of their own thing, without prior ties to the Super Mario or Wrecking Crew series. It gives the game a bit of its own personality, while the presence of Mario, Bowser and Princess Peach keep it connected to the greater Mario franchise (essentially doing the same thing Super Mario RPG did with characters like Mallow and Geno). And being able to play as them – along with the familiar faces – in the versus and tournament modes is pretty cool.

Being released so late in the SNES lifecycle means that Wrecking Crew ’98 looks great. Though it uses lighter colors and more “kiddy” character designs than most Mario games (looking closest to Mario & Wario, another Japanese-exclusive on the console), it all looks really impressive and is more proof that the SNES is the most visually timeless console. The music may not be anything special, but it’s fun and bouncy and does what it needs to.

“Onigiri for Smash! Hey, it makes more sense than Dark Pit.”

Wrecking Crew ’98’s release on Nintendo Switch Online is one of the best examples of “better late than never” gaming has seen in quite some time. It may be a bummer that many of us didn’t get the chance to properly appreciate it in its day, but it sure is great to experience it today.

Add Wrecking Crew to the lineup of Nintendo series that desperately needs a revival.

8

Super Mario Bros. Wonder Impressions

The newest Mario platformer, Super Mario Bros. Wonder, has finally been released on Nintendo Switch. To the surprise of no one, it’s rather wonderful.

Announced back in the June Nintendo Direct, Super Mario Bros. Wonder is the first 2D Mario platformer since New Super Mario Bros. U was released on the Wii U eleven years ago. That’s just as long of a draught as there was between Super Mario World 2: Yoshi’s Island on the SNES and New Super Mario Bros. on the Nintendo DS. Suffice to say, we’ve been starved of a 2D Mario for quite a while (for that matter, we’ve been starved of a 3D Mario for quite some time now as well). Even more so, Wonder is the first 2D Mario game since the aforementioned Yoshi’s Island that isn’t part of the “New Super Mario Bros.” sub-series. With all due respect to the NSMB games (NSMBU was actually pretty good), the departure is for the best, since that particular sub-series relied more on nostalgia than it did new ideas.

That’s exactly where Wonder really sets itself apart from past 2D Mario games. The new elephant power-up has been widely advertised, and joining it are new bubble and drill-themed power-ups, as well as the mainstay Fire Flower. But the power-ups really are just the tip of the iceberg. What really makes Super Mario Bros. Wonder feel special is just how unique and different every stage is from the one that came before it, and how each one adds a new spin to the classic Mario gameplay.

This is the most creatively robust a 2D Mario game has felt since Yoshi’s Island (I feel I’ll be making that comparison a lot). Each stage brings a new idea to the table, whether big (like making the player jump to the rhythm of the background music in order to progress) to small (being able to push a pipe to find a secret exit). On top of that are the ‘Wonder Flowers’ included in each stage, which basically flip the rules of Mario games on their head once activated.

I’ve currently conquered three of the game’s seven worlds and have had an absolute blast with every minute of it. I also enjoy that the time limit for stages has been ditched this time around. That may not sit well with some speedrunners, but as someone who has always enjoyed the absent of a time limit in games like Donkey Kong Country or Yoshi’s Island (there it is again), I find it a welcoming change of pace for a 2D Mario title.

I even feel like this is the most challenging Mario game in quite some time. I haven’t even beat the game yet, and I’ve found some levels to be as tough as the post-game stages of other Mario games. Another highlight is the Dark Souls-esque online play, where you don’t directly interact with other players, but can still leave each other power-ups or help revive each other when on the brink of defeat. I have a particular fondness for the stages that work like mini-puzzles filled with invisible blocks, that basically beg you to play online to see how other players’ shadows are progressing.

If I have any complaint with Super Mario Bros. Wonder so far, it’s that I’m getting the impression the world bosses are going to be kind of repetitive. The boss fights for the first two world were both Bowser Jr., and although the fights themselves changed things up a bit, they didn’t change so much to make me ignore the fact that both fights were against the same villain. The third world, disappointingly, didn’t even feature a boss fight. And in the two airship levels I’ve done so far, they’ve been capped off with what can best be described as a ‘kinda/sorta boss’ against a mechanical Bowser head at the end of a conveyor belt. And all you have to do there is get to the switch at the end and hit it once. This is ultimately a small complaint, and who knows, maybe the more I delve into the game, the more the bosses will surprise me. But for a game that feels so creative and playful in nearly all its aspects, it’s a shame that the boss battles have so far felt pretty conservative.

Super Mario Bros. Wonder has been an utter joy so far, and I can’t wait to see what else it has in store. The gameplay is as fun as ever, and the level design is some of the best the series has ever seen. If Wonder keeps me this enthusiastic the whole way through, I might even say it’s one of the best Mario games ever. It’s a real delight. Or should I say, a real wonder?

Paper Mario: The Thousand-Year Door Comes to Switch… And it’s a Full-on Remake!

I don’t know if Hell froze over or what, but we’re now living in a time where Nintendo has realized the obvious: people love Mario RPGs!

After years and years of Nintendo watering down and stripping away the RPG elements of the Paper Mario and Mario & Luigi series, the two most acclaimed Mario RPGs are now officially heading to Nintendo Switch in the form of full-blown remakes! The remake of Super Mario RPG was revealed back in June, and is still scheduled to be released on November 17th of this year. And as of this morning’s Nintendo Direct, Paper Mario: The Thousand-Year Door will be getting a remake of its own, releasing sometime in 2024.

Originally released in 2004 on the Nintendo GameCube, Paper Mario: The Thousand-Year Door was the sequel to the N64’s Paper Mario. Though the original remains beloved, the GameCube sequel is widely considered the high point of the Paper Mario series and has carved a legacy among the Mario RPGs that’s solely surpassed by Super Mario RPG itself.

The Thousand-Year Door was, in many ways, an ideal sequel. It took the same storytelling, personality, humor and battle system of the N64’s Paper Mario, and expanded on each of these elements, while adding in a variety of its own charms. I mean, what other Nintendo game has an entire chapter dedicated to professional wrestling?

Perhaps one reason why The Thousand-Year Door has only grown in reverence over the years is because it was the last time Paper Mario really was Paper Mario. Despite the series beginning life as a spiritual successor to Super Mario RPG, only the first two entries really lived up to that status. The Thousand-Year Door’s follow-up, the Wii’s Super Paper Mario, ditched turn-based battles in favor of side-scrolling platforming with light RPG elements (a bit of an odd shift, seeing as the main Mario series are already platformers. Had it been a Metroidvania maybe the shift would have made more sense). But at least it still had an RPG-style story. Though with that said, Super Paper Mario had exceedingly more dialogue than the previous two Paper Marios, which really slowed down the platforming gameplay. So yeah, it was an odd mix.

After that is when things really went downhill. The Nintendo 3DS’s Paper Mario: Sticker Star remains the nadir for Mario RPG enthusiasts (myself included). Though it promised to bring back turn-based battles, they were little more than a facade, as they bizarrely required consumable items for Mario to do anything, and the only rewards for battles were more consumable items or coins…which are used to purchase more consumable items. It’s rare that Nintendo makes game design choices that make so little sense, but I still can’t wrap my head around what Sticker Star was trying to achieve. Oh yeah, and the game had no story to speak of, no partners joining Mario’s side, and Bowser had no dialogue to speak of. I’m pretty sure that constitutes a sin.

Worse still, Nintendo doubled down on Sticker Star’s direction going forward, with Nintendo seemingly believing that the appeal of Paper Mario was simply the paper aesthetic and not, you know, the RPG gameplay! Paper Mario: Color Splash on Wii U was more of the same (albeit maybe slightly more enjoyable), and Paper Mario: The Origami King on Switch had another pointless battle system that was meant to appeal more to younger players, but was far more convoluted, thus rendering the change even more pointless (children seem to enjoy the RPG elements of Pokemon, raising further questions as to what Nintendo was thinking here). And all this before I even mention that from Sticker Star onwards, any and all unique characters and NPCs were replaced with generic Toads. An endless barrage of generic Toads indistinguishable from one another. If I wanted to play an RPG with indistinguishable character designs, I’d play Fire Emblem!

Sure, between Super Paper Mario and Sticker Star there was the excellent Mario & Luigi: Bowser’s Inside Story, but that was the last time that particular sub-series was excellent, as it to became watered down by it’s next entry, before its final original entry, Mario & Luigi: Paper Jam (a crossover with Paper Mario) suffered the same fate as the Paper Mario series it was crossing over with.

By that point, Mario RPG fans basically lost hope, as it sounded like their (very vocal and enthusiastic) passion for all things Mario RPG were falling on deaf ears.

Well, it may have taken a hell of a long time, but it seems Nintendo finally listened! The Mario RPG renaissance is upon us! With Paper Mario: The Thousand-Year Door joining Super Mario RPG with a Switch remake, fans new and returning can finally feast! And who knows, maybe these will even lead to a new Paper Mario in the style of the first two, and perhaps even Super Mario RPG might get that long-deserved sequel of its own.

At any rate, it’s wonderful to see Mario RPGs making such a glorious comeback. Long may they reign!

“You have no idea how happy I am to see my boy Geno back (thanks for nothing, Smash Bros.).”

Super Mario RPG Comes to Switch… And it’s a Full-on Remake!

I’m sorry, Tears of the what now?

Frankly, every other game on the horizon just lost a lot of their luster. And that’s with all due respect to the other games shown off in today’s Nintendo Direct. Pikmin 4, Super Mario Bros. Wonder and that mystery Princess Peach game all look especially incredible. But come on: Super. Mario. RPG. Remake!!

Super Mario RPG: Legend of the Seven Stars is the game I usually point to when someone asks me to name my all-time favorite video game. And although there are a small handful of others which I hold in similar esteem (such as Donkey Kong Country 2, Portal 2, and Super Mario Odyssey), the fact that Super Mario RPG is my go-to response definitely says a lot, especially when you’ve played as many games as I have for as long as I have.

Super Mario RPG was a joint venture between Nintendo and Square-Enix (known as Squaresoft back in 1996), the creators of Final Fantasy. Although there’s no word yet on if Square is helping with the remake or not, the game looks like a faithful adaptation of the SNES masterpiece (which makes me believe Square isn’t involved… which may be for the best, given their recent track record).

For those unfamiliar, Super Mario RPG was the first Role-Playing Game in the Super Mario series (it would eventually inspire the Paper Mario and Mario & Luigi series of Mario games), and for the first time, gave the Super Mario universe a richer story and more depth to the characters. Though it begins as it usually does – with Bowser kidnapping Princess Peach and Mario setting off to rescue her – things quickly go awry when a giant sword plunges into Bowser’s castle, sending the classic Mario trio to different regions of the Mushroom Kingdom. The giant sword turns out to be a servant to a being known as Smithy, an evil blacksmith whose army of weapon monsters prove to be such a threat that, for the first time in history, Bowser teamed up with Mario and Peach to stop their invasion. The trio would also be joined by original characters Mallow, a cute cloud who thinks he’s a tadpole (how charming); and Geno, a star spirit inhabiting the body of a doll on a mission to repair the damage Smithy has done to the cosmos.

Mario was his usual charming self, of course. But Super Mario RPG developed Peach into a more independent character, and for all the (deserved) credit we give to the recent Super Mario Bros. Movie for depicting Bowser as an insecure bully with a sensitive side, it was actually Super Mario RPG that fleshed out that personality for Bowser first. And though Mallow and Geno wouldn’t appear in another game aside from the odd cameo, they were so beloved that fans still clamor to see them return (damn you, Super Smash Bros!). And well, now they finally have!

But a story wouldn’t mean much to a video game if the game itself weren’t any good. Thankfully, the bountiful charm of Super Mario RPG’s story was married to a masterpiece in game design. Adopting the turn-based battle system Square was known for at the time, Super Mario RPG made the genre far more interactive with “action commands,” timed inputs by the player during moves to make Mario and friends’ attacks stronger and boosting their defense against enemy moves. Not satisfied there, Super Mario RPG is also something of a variety show, with various mini-games interspersed throughout the adventure to keep everything fresh until the very end. Oh, and the music kicks all of the ass! No ass goes un-kicked by Super Mario RPG’s amazing soundtrack.

Honestly, I could go on and on about how much I love Super Mario RPG. And with the remake’s November 17th release mere months away, I can experience it all over again.

By the way, first video game trailer to ever bring me to tears. Bravo.

The Super Mario Bros. Movie Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wahoo!

8

Happy Mario Day 2023!

March 10th is Mario Day (Mar. 10. Mario. Get it?). Although the concept of Mario Day has existed for quite a while, in more recent years Nintendo has embraced it as a day to celebrate their flagship series, Super Mario!

Mario has been around for over forty years from his humble beginnings as “Jumpman” from the original Donkey Kong arcade game. He became “Super Mario” in 1985 with the release of Super Mario Bros. on the Nintendo Entertainment System and changed the world of video games forever.

In that time, Super Mario has become the best-selling video game franchise of all time, and has produced more “best games ever” than any one series has any right to. It’s titular character has also become one of the most recognizable fictional characters in all the world. Mario has also appeared in other media such as movies, television, and comic books. Not bad for a character whose design came about due to graphical limitations.

The Super Mario series has come a long way the four-plus decades since the days of Jumpman, and with a hotly-anticipated animated film just around the corner and rumors of what Mario’s next big game might be, the famed plumber shows no signs of slowing down. Here’s to countless more Mario Days to come!

Happy Mario Day, everybody! Wahoo!

Super Mario Galaxy Turns 15!

Fifteen years ago today, on November 12th 2007, Super Mario Galaxy was released on the Nintendo Wii in North America!

Of course, Super Mario Galaxy was first released in Japan, and in that case, its fifteenth anniversary was on November 1st. But since I only kind of mentioned that on a post the day after the fact, and because I’m American so the US release is more personal to me, let’s celebrate Super Mario Galaxy now!

Goodness gracious, where does the time go? I remember the buildup to Super Mario Galaxy more than most games: that 2006 demo that looked pretty different from the final game, checking the Japanese website for updates, hearing the Gusty Garden Galaxy theme for the first time from a making of video showing an orchestral recording session… I even remember when the game was at Wii kiosks at GameStop, I’d actually take a few minutes to nab a star or two (though the same star or two every time. Didn’t want to spoil too much of the game ahead of time).

Super Mario Galaxy was the third 3D Mario game, but it felt more like the proper successor to Super Mario 64 than Sunshine ever did. Like 64, Galaxy felt like the next evolution of the Mario series, combining elements of its 3D predecessors as well as elements from the 2D Super Mario titles, and using the idea of outer space to add its own bag of tricks into the proceedings, like spherical planetoids and gravity (it seems odd in retrospect that it took Nintendo that long to combine a series that so heavily features jumping with gravity).

Galaxy even expanded on Mario norms in fun and meaningful ways. After being toned down in 64 and entirely absent in Sunshine, Galaxy marked the proper return for power-ups in the Mario series. Not only did the Fire Flower make a long-overdue comeback (and for the first time in 3D!), but new power-ups such as the Bee Suit, Boo Suit and comical Spring Suit left an impression (I’m still wondering why the original version of Ice Mario seen in Galaxy hasn’t returned, being replaced by the less creative New Super Mario Bros. version thereafter). Super Mario Galaxy even brought back Luigi, after years of being sidelined from the main Mario series post-SNES. We even got a new addition to the Mario canon in the form of Rosalina, who has become a Mario mainstay ever since.

“Super Mario Galaxy even had a (relatively) stronger emphasis on story than other Mario games, including a genuinely touching sub-plot about the character Rosalina’s backstory.”

Combine all of these elements together with some absolutely stellar level design, pitch perfect gameplay, and one of gaming’s greatest soundtracks, and Galaxy proved to be one hell of a Mario game.

And what a game it was! Super Mario Galaxy not only succeeded where Sunshine fell short, it set the bar for the Wii, and was something of a new benchmark for not only the Mario series, but for Nintendo itself. It was one of the most fun and imaginative games of its day, and fifteen years later, age hasn’t effected it at all.

I also feel like Galaxy started something of a renaissance for the Mario series. Although the Paper Mario and Mario & Luigi games were great, for the most part, the Mario series hadn’t really seen the same critical heights as it once did after Super Mario 64 (though again, the Mario RPGs really deserved a bigger spotlight). Sure, the Mario Karts, sports games and Mario Parties were fun, but not exactly the defining gaming experiences Mario was once synonymous with. Super Mario Galaxy brought back the pedigree of the Mario series. Galaxy earned a critical reputation that very few games could hope to claim, and rightfully so! And since then, the Super Mario series has seldom looked back, being on perhaps a longer winning streak now than it ever had before. Games like Super Mario Galaxy 2 and Odyssey have continued Mario’s winning ways, and titles such as Super Mario Maker and Mario Kart 8 raised the bar for the spinoffs (it’s just a shame the RPGs seem to be the only aspect of the series that haven’t shared in this renaissance). Even the music of the series remains elevated post-Galaxy (Mario games always had great music, but I feel like now it has the most consistently great soundtracks in gaming).

Okay, so things may have looked like they peaked with Galaxy 2 there for a minute, seeing as 2011 and 2012 were extra safe years for the series, but then Super Mario 3D World was released in 2013 and the world was happy again. So those two off years were just little blips.

In short, Super Mario Galaxy was a special game that took the Mario series to new heights (literally! He was in space!). And even now, fifteen years later, this Wii classic is still one of Mario’s finest hours!

Happy Fifteenth (US) Anniversary, Super Mario Galaxy!

Super Mario Odyssey’s 5th Anniversary!

Yeah, it’s another anniversary celebration blog at the Dojo! And it’s another one involving Mario. It seems the Super Mario series has had a lot of milestone anniversaries this year. Today, we’re celebrating Super Mario Odyssey, which was released five years ago, on October 27th 2017!

That’s right, somehow it’s been half a decade since Super Mario Odyssey was released on the Nintendo Switch. On one hand, that makes me feel old. But on the other hand, Super Mario Odyssey is amazing, so let’s celebrate!

The Nintendo Switch really did have an unprecedented first year (the best of any console in history, if I say so myself). Not only did the system launch with the long-anticipated The Legend of Zelda: Breath of the Wild, but within months you also had games like Splatoon 2, ARMS and Mario + Rabbids: Kingdom Battle (a crossover that shouldn’t have worked but somehow did), to name just a few. But the Switch capped off its first calendar year with the newest release of gaming’s most venerable series, Super Mario Odyssey.

And damn, what a game it was! Super Mario Odyssey is a game of constant invention, bountiful imagination, and non-stop fun!

What set Odyssey apart from other Mario games is that it abandoned Mario’s usual power-ups in favor of focusing on a singular, ever-changing ability: Cappy!

Cappy is a sentient hat who’s also a ghost (it’s Mario, don’t worry about it), with which Mario can “capture” enemies, objects and friendly NPCs, taking control of them and the abilities that come with them. This leads to so many creative ideas, with most of them being enough to carry most other games in their entirety.

Super Mario Odyssey also brought back the more open-level game design of Super Mario 64 and Super Mario Sunshine, after the series had taken an extended hiatus from the format. Though you could also claim that Odyssey’s structure was even closer to Banjo-Kazooie than its own predecessors (making it the closest thing we’ve got to an actual Banjo-Kazooie 3. Sorry Yooka-Laylee. Not so sorry, Nuts & Bolts). Odyssey features some of the best open 3D stages in gaming, while also housing many classic 3D platforming gauntlets in the vein of Super Mario Galaxy and 3D World. Odyssey is a master of all trades.

Interestingly, Odyssey is still the most recent “mainline” Mario game five years on (unless you count Bowser’s Fury. Though seeing as that was a bonus game released alongside a re-release of 3D World, and re-uses 3D World’s assets, I don’t think it does count as a mainline Mario game, even if it was a new game). So unless you do count Bowser’s Fury, this is the longest drought between mainline 3D Mario games since the gap between Sunshine and Galaxy!

Granted, Odyssey was always going to be a tough act to follow, and maybe Nintendo knows that, and is taking their time to figure out where the series goes next. Suffice to say, the hype is real!

It’s hard to believe it’s been five years since Super Mario Odyssey was released. In that time it’s proven itself to be one of gaming’s all-time greats. It’s still the best game on Switch (Sorry, Breath of the Wild). And as much as I absolutely love Elden Ring, it can only claim to be my second favorite game of the past number of years, because Super Mario Odyssey exists.

Super Mario Odyssey has built up quite the reputation in these past five years. It’s one of Mario’s finest adventures, one of Nintendo’s greatest triumphs, and one of the best video games ever made. A modern classic!

Happy fifth anniversary, Super Mario Odyssey!

Dr. Mario (NES) Review

These days, we kind of take for granted the Mario games that don’t fit into the “main” Super Mario series. Unless it’s the next big 3D Mario adventure, we tend to refer to the games as “spin-offs” and don’t hold them in the same light as the “proper” Mario games.

The thing is, Mario was always Nintendo’s renaissance man. Shigeru Miyamoto designed the character with the intent that he could be thrown into any type of game, in a similar vein to classic cartoon characters like Mickey Mouse, Bugs Bunny and (most specifically) Popeye the Sailor Man. It’s not as though Mario was created with a definitive story and some big universe of characters already planned out ahead of time. Mario appeared in a number of games before Princess Peach, Bowser and the entire Mushroom Kingdom came into existence in Super Mario Bros. That was Mario’s breakout role, sure, but it wasn’t exactly where he got his start. Although it makes sense that Super Mario Bros. would become the basis of what we all consider to be “main” Mario games, as time has gone on it seems people have diminished the allure of the “other” Mario games as an unfortunate side effect of this.

That wasn’t the case back in 1990, when Mario could suddenly don a lab coat and head mirror, call himself a doctor, and star in a falling block puzzle game, and it would still create an iconic game in its own right.

Dr. Mario was the first such puzzle game in the Mario franchise, which would slowly become its own series, and open the door for puzzle games starring other Mario franchise characters like Yoshi’s Cookie and Wario’s Woods. While some of these later puzzle games were improvements, and subsequent Dr. Mario sequels (such as the underrated Nintendo 64 entry) built on the formula, the original NES release is still a charming and addictive puzzle game.

The goal of Dr. Mario is to eliminate a screen of all of its viruses. These viruses come in three colors: red, blue and yellow. You eliminate these viruses by matching them up with vitamins of corresponding colors. But there are a few twists to keep things interesting.

The first thing to note is that the vitamins have two halves, which can be different colors, so you’ll want to pay extra attention when the viruses are close together. You have to match four objects of the same color in order to eliminate a virus. Each half of a vitamin counts as one object, and a virus counts as another. So you could potentially have three viruses of the same color stacked on top of each other, meaning you’d only have to put one similarly colored half of a vitamin on top of them to eliminate them. You can even eliminate the viruses by placing the vitamins against them horizontally, but it’s much less common.

Additionally, if the vitamins involved in an elimination feature halves of different colors, those halves will remain and fall straight down until they either land on a virus or the bottom of the screen. This gives you an added level of strategy for any nearby viruses, but it also risks filling up the screen with piles of vitamins. If the vitamins stack up to the top of the screen and Mario can’t throw any more, you lose the round.

It’s a nice twist on the Tetris formula, one that remains fun even today. Better still, the game features a two-player competitive mode, where each player aims to eliminate their screen of viruses before the other. And despite the technical limitations of the game (even by NES standards) it makes the best with what it has. The graphics are cute and fun (I especially like how part of the screen is a microscope held up to the viruses, just so you can see them dancing around in all their glory), and the game’s two selectable music tracks, Chill and Fever, are infectiously catchy, and are all too easy to listen to on repeat as you play round after round.

Unfortunately, if you don’t have a second player at the ready to tackle the aforementioned two-player mode, Dr. Mario’s gameplay can only go so far. The lack of any additional modes really stands out in retrospect, and the fact that – unlike Tetris – each round has a set goal to reach means beating your own high score is kind of an afterthought.

Dr. Mario is still fun, no doubt. But it isn’t particularly deep. It’s at its best when two players are onboard, and even in that area it’s been bettered (Dr. Mario 64 turned the formula into a four-player party game. And now I really wish Nintendo would re-release that game or make a proper sequel to further add to the proceedings).

Its limitations are certainly more apparent today, but Dr. Mario is still worth playing. Perhaps more importantly, it represents a time when gamers were a bit wiser, and could accept Mario in any role and not question the merit in its potential.

6

Donkey Kong and Mario Turn 40!

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

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

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

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

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

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