May 23rd of 2020 marks the ten year anniversary of the release of Super Mario Galaxy 2 on the Wii in the US (which is where it was released first, so I guess I could have just said Galaxy 2 is ten years old, without having to specify which region it was released…).
That’s right, Super Mario Galaxy 2 is a decade old now.
Wow, the anniversaries of both Super Mario RPG and Galaxy 2 are separated by a mere ten days? May is a hell of a month for our man Mario. We should rename the month “May-rio” in honor of this. We should totally do that.
Anyway, this is a big anniversary in gaming, as Super Mario Galaxy 2 puts up a major case to being the best video game of all time! Yes, it’s that good. The first Super Mario Galaxy already felt like a perfect game, but Galaxy 2 was somehow even better than perfect. It’s advanced perfect!
How good is Super Mario Galaxy 2? Well, back in 2015, on the game’s fifth anniversary, I gave it a 10/10 review! The first 10/10 I ever dished out to anything on this site! You can read my review of Super Mario Galaxy 2 here (and boy, do I feel old now).
Today, May 13th of 2020, marks the twenty-fourth anniversary of Super Mario RPG’s release in the US (it was released in Japan two months prior, in March of 1996, and wouldn’t be released in Europe until its 2008 release on the Wii’s Virtual Console, which at the time was a record for longest delay between region releases for a single title).
As far as I’m concerned, Super Mario RPG is one of Nintendo’s finest achievements, and has steadily remained an all-time favorite of mine for these twenty-four years. If you ask me, it’s still the best damn RPG ever.
Sadly, despite being one of the most acclaimed and beloved Mario games of all time, it’s one of the very few that never received a direct sequel (it did inspire the wonderful Paper Mario and Mario & Luigi series, but none of them quite recaptured the same magic as the originator). And it’s basically the only Mario game to not have its characters or world elements carry over to subsequent games (save for a cameo or two). But that hasn’t stopped fans (myself most assuredly included) from hoping and begging Nintendo and Square to bring back this beloved game either through a sequel or simply resurrecting its characters for new titles.
Seriously Nintendo, just put Geno in Super Smash Bros. already. We’ve only been asking for it for twenty years! I don’t mean an insulting, slap-to-the-face Mii costume. The actual character as a playable fighter. You can’t stop adding those Fire Emblem swordsmen that no one asked for. Why not add another character people have actually wanted and asked for for years?
Anyway, happy anniversary to Super Mario RPG: Legend of the Seven Stars! A Legend indeed.
I reviewed Super Mario RPG as my special 300th video game review. You can read my 10/10 review here.
First of all, sorry I’ve been a bit slow as of late. I’ll try to pick up the pace with updates.
But wow, Nintendo dropped a bombshell today. Super Mario Maker 2 will be getting its final “major” update, and boy howdy, does it look amazing. It’s adding so much, I may have to re-review the game when all is said and done. The best part? It will be released in just two days!
In the words of Levar Burton on Reading Rainbow: “You don’t have to take my word for it.” Here is Nintendo’s trailer for the oodles of new content for Super Mario Maker 2.
Mmm-mmm! Now that’s what I call an update. More new features and power-ups, added bosses in the form of Koopalings, Mario Bros. 2 elements, new enemies, and best of all, the ability to create your own world and – essentially – your own Mario game!
Suffice to say, my reaction to watching the trailer was something like this…
I think it’s safe to say that Nintendo probably wanted to spread these updates out, but due to the global situation, decided to go all in with one spectacular update. And boy howdy, they delivered.
There’s been a lot of rumors going around that Nintendo has big plans for Super Mario Bros’s 35th anniversary this year. And this massive update seems to be an indicator that there might be something to those rumors. Now let’s hope that the rumor of a new, traditional Paper Mario game is true. Not to mention that compilation of 3D Mario remasters. Wasn’t there also word of an enhanced port of Super Mario 3D World as well?
Boy, I’m getting ahead of myself… One thing at a time. Fingers crossed for that future Mario goodness. But for now, let’s bask in the glory of the fact that we can make our own Mario worlds!
Before Satoshi Tajiri created a little game called Pokemon, he worked on various other Nintendo games, including Mario spinoffs. Perhaps the strangest game Satoshi Tajiri worked on – and one of the strangest Mario games at that – is Mario & Wario, a puzzle title that was released on the Super Famicom in 1993, but never saw an international release.
Adding to the game’s obscurity is the fact that it is controlled with the SNES mouse, a peripheral so seldom used that many still believe Mario Paint was the only title to utilize it. Despite the game’s title, the player doesn’t control Mario directly in Mario & Wario. You see, the game revolves around the utterly bonkers premise of Wario blinding Mario by – and I kid you not – throwing a bucket on his head (from an airplane, no less). The player then controls a fairy named Wanda, moving her around like the cursor of a computer, and clicking on certain areas to create blocks and platforms for Mario to walk across, or to click on Mario himself to change his direction, with the goal of each stage being to avoid danger and reach Luigi within a time limit, with Luigi then removing the bucket from Mario’s head.
Basically, it’s like the Mario version of Lemmings, but even more bizarre given the setup. Of course, the object on Mario’s head isn’t always a bucket (the item changes depending on which world is currently being played), and in fact it isn’t always Mario that Wanda has to guide to safety (the player can also select Princess Peach and Yoshi, with the former moving slower than Mario and being easy for beginners, while the latter moves the fastest and is essentially hard mode). So the title of ‘Mario & Wario’ isn’t quite accurate.
The game provides eight worlds from the start, which can be selected in any order, Mega Man style, though it probably is still best if first-time players stick to doing them in order, as each subsequent world provides its own twists to the formula, and World 1 is essentially the tutorial (which is a bit disappointing. I feel a tutorial should be its own separate thing). World 9 is unlocked supposedly after completion of all eight others (though in my second playthrough, I played the later worlds first and World 9 became available early. I don’t know if that’s supposed to happen or my earlier playthrough unlocked that option). After World 9, the player will move on to the tenth and final World, which will throw everything at the player.
As stated, each world provides new challenges, like timed blocks (which will turn into solid platforms for only a limited time), ice which makes Mario & company slip and slide, slime that slows them down, and enemies that may throw projectiles at the Mushroom Kingdom heroes. The way in which each world changes up the gameplay and continuously adds new elements keeps the game fresh and is true to the spirit of the Mario franchise. Though there are some stages that get a tad cumbersome, like when they’ll place multiple vertical-moving enemies/obstacles close together, leaving the player to repeatedly click on Mario in between said objects to continuously change his direction since you can’t make him stop outright. Things like that feel more like a test of patience than puzzle-solving.
Each world consists of ten stages, and a final showdown with Wario. Unfortunately, these ‘showdowns’ are probably the biggest disappointments in the game. They aren’t actual boss fights, because Wario can’t damage you or anything. He just flies back and forth across the screen in his airplane, and the player simply has to keep clicking on him for Wanda to damage his plane and earn coins. And they’re all like this, there’s no variety in them. With all the varied elements that get thrown into the stages, it would have been nice if the developers had implemented an array of legitimate boss fights at the end of each world.
If you’re wondering what the coins are for, they actually play the same role as in most Mario games, with every 100 coins granting an additional life. Coins can also be found in Coin Blocks, which Wanda needs to click on this time around, since Mario’s obscured vision apparently also prevents him from jumping. The player can gain also gain more lives by guiding Mario (or Peach, or Yoshi) into collecting the four stars scattered across each stage, or by picking up the rare one-up mushroom. You can also add more time on the clock by collecting an equally infrequent super mushroom (this has to be the only instance in the history of the franchise in which stars are a far more common collectible than mushrooms).
This is unfortunately another letdown with the game. In the eight standard worlds, the player can restart from the same stage in the same world even after a game over, leaving you to wonder what importance the extra lives actually have. Well, it’s important to hold onto those extra lives until the endgame, because if you get a game over at any point in world 9 or 10, you have to start back from the beginning of world 9.
Unfortunately, this can become pretty darn tedious. Mega Man does something similar, with the player needing to start over from the beginning of Dr. Wily’s castle should they get a game over after the eight standard stages have been completed. But there it’s more understandable because it’s an action game. It’s like, okay, you beat me this time, but now I’m going to pick myself up and dust myself off for the rematch. But here in a puzzle game, it’s kind of annoying. As if you were taking a quiz, got every answer correct except the last one, and then needed to go back and redo the questions you already got right just for another chance at the one you got wrong. I can’t help but feel that maybe this game didn’t need a lives system, and it would have been best had collecting the stars unlocked secret levels or something.
Still, even with the game’s simplicity and its drawbacks, it’s still a lot of fun. The puzzle designs are clever, the graphics are crips and colorful, the music is fun, the gameplay is always changing things up, and the sheer absurdity of the concept itself is charming. Despite all of the game’s text being in English, Mario & Wario was never officially released outside of Japan. But if you have a Super Famicom, Mario & Wario isn’t too pricey or hard to find, and probably worth a look. It may not be one of Mario’s finest adventures, but he’s certainly never had another one quite like it.
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.
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.
Poor New Super Mario Bros. U. As far as the “New Super Mario” games go, it was a marked improvement over the DS, Wii and 3DS titles that came before it. But due to its status as the fourth entry in the sub-series, and being released mere months after the uneventful New Super Mario Bros. 2, fans were a bit New Super Mario Bros-ed out. Being released on the ill-fated Wii U probably didn’t help it in the long run, either.
While the Super Mario series as a whole is known for innovation and reinventing itself, the ‘New’ sub-series was a throwback to Mario’s early side-scrolling years. The 2006 DS original was a nice nostalgic experience, and the Wii sequel added four-player co-op into the equation. By the time New Super Mario Bros. 2 on 3DS rolled around, and offered little to nothing in the realms of newness, gamers were burnt out on the retrograde sub-series. That really is a shame, because New Super Mario Bros. U felt like a refinement for the ‘NSMB’ series, even if the “New” in the title was increasingly ironic by this point.
NSMBU, like many Wii U titles before it, has been given a second life on Nintendo Switch (complete with the New Super Luigi U DLC intact). While it would be hard to argue that the title is one of Mario’s finest, hopefully its presence on Switch will allow a wider audience to see what an improvement it was over its NSMB predecessors.
Like the other NSMB titles, ‘U‘ was more interested in recreating Mario’s past than it was in paving the way for his future. It’s still a side scroller that sees players try to conquer obstacle course-like stages by reaching the flagpole at the end. With that said, however, this fourth New installment had a much more playful and intricate sense of level design. Though it may not stack up to classics like Super Mario Bros. 3 or Super Mario World, the depth and creativity of the level design was stronger here than it had been in any other 2D Mario title since those games (unless we’re counting Yoshi’s Island, of course).
Sadly, the visuals and music, while not technically bad, leave a lot to be desired. It’s almost humorous that this game – not Super Mario 3D World or Mario Kart 8 – was the first Mario game to be released in HD. It looks great from a technical standpoint, but while the 2D Mario games of old were visually and aesthetically distinct from one another, the New Super Mario Bros. games all used the same visual style. Sure, the graphics are certainly better now than the previous games, but from an artistic standpoint, New Super Mario Bros. U – like the other NSMB games – is Mario at its most vanilla.
At least the world of Super Mario is colorful and vibrant enough that, even in this vanilla state, it still has its charm. The music, sadly, suffers considerably more. The music isn’t bad per se, but it’s more or less the same as it was in the previous NSMB games. It can be fun and catchy, but this is far from Mario music at its best.
When you consider that the classic 2D Marios such as Super Mario Bros. 3 and Super Mario World all looked stylistically unique to the point that you could identify them from a single character sprite, and provided some of the most iconic video game tunes of all time, it was more than a little disappointing that New Super Mario Bros. U simply provided more of the same in terms of visuals and audio.
Still, it’s the gameplay and level design that are the stars of the show, and that’s where New Super Mario Bros. U always shined brightly over the preceding ‘New’ Super Mario games. The four player co-operative mayhem of New Super Mario Bros. Wii made its return here, with level design that just feels better suited for the additional players this time around, while also having enough to them that they don’t feel empty when going it solo.
As in the original Wii U release, New Super Mario Bros. U Deluxe can be played as Mario, Luigi and Toad. Unlike the original version, however, Toad isn’t separated into two characters, with the yellow and blue variants merely being pallet swaps for the same character this time. The Switch release fills the void of the fourth character by bringing in the addition of Toadette, as well as Nabbit’s inclusion in the main game this time around, as he only appeared in the DLC in the original release.
While Mario, Luigi and Toad all play identically in the main game, Nabbit is tailor-made for beginners, as he is unharmed by enemies. Toadette is somewhere in between, as playing as her will turn 1-Up Mushrooms into 3-Up Moons, and many of the usual power-ups are replaced with the ‘Super Crown.’ The Super Crown can only be used by Toadette, and transforms her into Peachette, a suspiciously Princess Peach-esque character who gains a double jump, in addition to Peach’s magic gliding abilities (essentially, she plays like the other characters when they get the flying squirrel suit).
I don’t mind that these characters are made with first-time gamers and young children in mind. That’s perfectly fair, as those audiences need to start somewhere. And these characters will probably make learning the ropes that much easier. What’s less tolerable, however, is now that the yellow and blue Toad are the same character, and two players can’t pick the same character, if you’re playing with a whole group of four, someone is going to have to play as one of the beginner characters whether they want to or not. What’s even worse, Mario isn’t present in the New Super Luigi U campaign, meaning that two players will have to play as Toadette and Nabbit no matter their skill level. Somehow, Nintendo has made the four player mode less appealing on Switch than it was on Wii U as a side effect of this.
Again, I have no issues with Nintendo including easier characters with new players in mind, but the fact that one or two players will have to play as them if you have a full group seems like a glaring oversight. Couldn’t the Switch version have added a few other characters who play like the standard ones in addition to the beginner characters?
The other big issue that’s plagued NSMBU since its Wii U release are the lackluster boss fights. Mario games may not be known for difficult boss battles, but the series has always done a great job at making them creative. Even the first New Super Mario Bros. on DS had a good variety of boss fights. But in New Super Mario Bros. U, not only are all the end-bosses of each world merely the Koopalings, but their battles don’t feel very different from what they were way back in Super Mario Bros. 3. And the mid-bosses of each world are mostly comprised of different fights against (the insultingly easy) Boom-Boom. Only in the late game does NSMBU throw different mid-bosses at you. And by that point, it feels like too little, too late.
As negative as I may be sounding by this point, New Super Mario Bros. U was always a great platformer, and a proper step up from its similarly-named precursors. Simply making it to the end of each stage is a joy to experience, but completionists will really have their work cut out for them by tracking down the three star coins hidden in every stage, as well as the secret exits found in select stages. And despite the unfortunate character limitations in the Switch re-release, New Super Mario Bros. U Deluxe is still a good time with multiple players.
For those seeking a bit more of a challenge, the New Super Luigi U campaign provides just that. Not only does Luigi regain his slippery physics that originated in Super Mario Bros. 2 in this mode, but the stages themselves – though shorter – feature a steeper difficulty. Though the world map is identical in both games, the stages of New Super Luigi U are entirely different than those of New Super Mario Bros. U. The downside to this is that, by nature of sharing an identical overworld, the levels with secret exits in Luigi’s adventure are found in the same exact spots as those in the base game, which is an unfortunate limitation that takes away a bit of distinction in Luigi’s titular mode.
Having both games together, as well as returning challenge modes, means New Super Mario Bros. U Deluxe certainly provides a good amount of content for platforming enthusiasts. Of course, even with its status as the best “New Super Mario Bros.” game, U Deluxe still falls drastically short if compared to Donkey Kong Country: Tropical Freeze, which is unquestionably the better option for 2D platforming fans. And unlike the Wii U releases, Tropical Freeze was released first this time. So if you’re only going to get one first-party 2D platformer on Switch, stick with DK.
New Super Mario Bros. U Summation
Consistently fun level design and fluid character control made this the best New Super Mario title. The levels feel more tailor-made for multiple players than previous entries. And like any great Mario game, it’s held up strong over the years. But the game is ultimately held back by flavorless aesthetics and poor boss fights.
New Super Luigi U Summation
The briefer, tougher levels make the Luigi-centric campaign something of the “hard mode” of NSMBU. A fun, steeper challenge for platforming veterans. But the multiplayer option is less fun now that half of a full group are required to play as the “easy mode” characters. And the fact it’s confined to the overworld of the base game prevents it from branching out more into its own beast.
While we were all burnt out on New Super Mario Bros. back in 2012, revisiting the Wii U installment on its shiny 2019 Switch release, and being reminded of how much of an improvement it was over its predecessors, makes you wonder what Nintendo could have done with a 2D Mario game in the seven years since. With NSMBU, Nintendo finally began to get their groove for 2D Mario back, which made it a fitting ‘finale’ to the New Super Mario Bros. sub-series. Hopefully this re-release inspires Nintendo to test where they can take the formula next (fingers crossed it comes with more distinct visuals and better music though).