Mario Party 2 Review

Mario Party 2

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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Mario Kart Arcade GP DX Review

MKAGPDX

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

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

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

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

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

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

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

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

 

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Mario Kart 64 Review

Mario Kart 64

There are few video games as synonymous with my gaming youth than Mario Kart 64. The number of hours I spent with its Grand Prix, Versus and Battle modes are uncountable. For a good few years, it was my go-to multiplayer game. The Mario Kart series has come a long way since this second installment hit the Nintendo 64 in 1997, so how well does Mario Kart 64 hold up after so many years of Nintendo perfecting the formula?

The short answer to that is… pretty decently, though there are aspects of the game that haven’t aged particularly gracefully as well.

Being the first 3D entry in the series, Mario Kart 64 was capable of certain feats that the SNES original couldn’t pull off. The new 3D racetracks were more robust, with features like changes in elevation, slopes, and long jumps, among others. This helped Mario Kart 64 create some of the series’ most iconic tracks, many of which have been recreated in subsequent Mario Karts.

Mario Kart 64On the downside, these 3D visuals are now rather ugly to look at. Sure, it’s easy to defend it as being an earlier title in the N64’s library, but that doesn’t change the fact that, when playing the game today, it can sometimes strain the eyes. Not only do the environments look blocky, and the character models downright odd, but you can often only see what’s immediately in front of you, with everything else looking like a pixelated blur. This can sometimes make turns and obstacles difficult to see, which can really effect you during a race. This is all the worse when playing split-screen multiplayer, as the tinier screen space means things look that much blurrier.

On the bright side, the core gameplay is still a lot of fun. The control scheme is simple enough (A to accelerate, B for breaks, and Z to fire weapons), and is among the select Nintendo 64 games that are still fun to control. And it’s different modes bring out a lot of fun in the gameplay.

Mario Kart 64Gran Prix sees one or two players taking on computer-controlled opponents in a complete set of races. Time Trials consist of single player races against a “ghost” player in an attempt to get the best time. Versus mode consists of singular races of two to four players without the computer opponents. Finally, Battle mode has two to four players facing off in enclosed arenas as they gather items and try to pop every other player’s three balloons (this is also the only time in the series where defeated players in Battle mode would become bombs that could ram into a surviving player to eliminate one of their balloons for a little revenge from beyond the grave).

"Where did you learn to drive?"
“Where did you learn to drive?”

The modes are all fun in their own right, with Battle mode probably being the best of the lot. Though there is one huge downside to the game’s multiplayer that should be addressed. When playing a game with the maximum of four players, there is no music to be heard. This was probably due to technical limitations with the Nintendo 64, but it doesn’t change the fact that playing the game without music definitely takes away from the experience. And Mario Kart 64 has a pretty good soundtrack as well, which makes its absence in four player games sting all the more.

This puts Mario Kart 64 in an interesting situation where – despite being an entry in a multiplayer series – the single player modes have probably aged better. Though you can still have plenty of fun playing Mario Kart 64 with friends, the added blurriness to the visuals and the lack of music are really noticeable when playing today.

Mario Kart 64As for the character roster, players can take control of Mario, Luigi, Princess Peach, Yoshi, Toad, Donkey Kong, Wario and Bowser. This game basically established the “primary eight” characters of the Mario universe (though Rosalina and Bowser Jr. probably make it a primary ten these days), so there aren’t any complaints with the selections (no babies or Pink Gold Peach here), though players may feel a little underwhelmed by the lack of unlockable characters.

Mario Kart 64 is a more basic entry in the series then. But while it may lack the content and depth of many of its successors, it’s still a lot of fun to play. It has its fair share of attributes that show their age, but it’s still way more fun than a lot of other multiplayer N64 titles are when playing today.

If you want a more definitive Mario Kart, just pop Mario Kart 8 into your Wii U and have a blast. But if you want to revisit a N64 classic that can provide hours of fun for you and some friends, you could do a whole lot worse than Mario Kart 64.

 

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WarioWare: Smooth Moves Review

WarioWare Smooth Moves

The Wii was pretty much a perfect console for Nintendo’s WarioWare series. The original WarioWare on GameBoy Advance essentially broke video games down to their bare minimum, and turned them into a series of five second punchlines. From there, the series took the concept to new heights by messing with Nintendo’s hardware itself.

WarioWare Twisted (more than likely the high point of the series) had players turning their GBAs upside down and rotating the handheld in order to complete its micro-games with motion sensing. WarioWare: Touched similarly took advantage of the Nintendo DS’ touch controls and dual screens. So when Nintendo’s Wii console was promised to focus on motion controls, and serve as a popular platform for party games, WarioWare was more than an inevitability.

It should be said then that WarioWare: Smooth Moves, though not the most inventive entry in the series, is an appropriately fun party game, and even provides a good time simply by watching others play.

As you might expect, Smooth Moves continues the WarioWare tradition of throwing successions of five second-long micro-games at players, which each game providing a simple word or title to give players an idea of what simple action is required to succeed to the next micro-game.

The hook here is the Wii remote. WarioWare: Smooth Moves took full advantage of the Wii’s innovative controller for both fun and laughs.

WarioWare Smooth MovesThere are different “genres” of micro-games here, each of which asks the players to hold the Wii remote in different ways. Some games simply have players pointing the Wii remote forward, others might have them holding it sideways like a traditional controller. Then there are those that are purposefully annoying, like setting the Wii remote still on a flat surface, only to pick it back up a second later, or ones that insist you point the Wii remote forward while tilting it sideways with your thumb and forefinger. Others still simply want to make players look like idiots, like holding the Wii remote in front of your nose like an elephant’s trunk (obviously, you don’t have to hold the remote in such ways, but it defeats the purpose otherwise).

Simply put, it’s hard not to have a smile beaming across your face while playing WarioWare: Smooth Moves. This is especially true when playing with friends with local multiplayer, and seeing how quickly everyone can react to the jokes on-screen, and how willing they are to embarrass themselves at the game’s beck and call.

Playing single player may not be quite as satisfying on the long term, however. WarioWare is simply a series that was tailor made for handhelds, at least where single player is concerned. It’s definitely a fun time, but when bringing WarioWare to home consoles, it seems like the party atmosphere brings out the fullest in the game. The quick-fix nature of the series seems best in the short bursts of a handheld play session, or as a way to entertain a group of friends. Playing WarioWare by one’s self on a home console can only hold your interest for so long.

Smooth Move retains the series’ usual aesthetics, which means it’s aesthetically unusual. Purposefully cheap animations accompany the cinematics, while the micro-games can range from crude to fancy to literal replications of Nintendo games from the NES era to the GameCube.

WarioWare: Smooth Moves may not reach the creative heights of Twisted, but it remains a truly great party game nine years on, and it’s easily the best home console entry in the series. Playing it alone may give you small bursts of fun, but if you have a party of friends over to play Smooth Moves, then it will be a party indeed.

 

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Mario Golf (N64) Review

Mario Golf

Though Mario had made appearance in sports titles beforehand, 1999’s Mario Golf on the Nintendo 64 is the game that made Mario sports games a thing. These days, Mario sports titles are a common recurrence, but Mario Golf was testing new waters in its time. Playing Mario Golf today on the Wii U Virtual Console, you may find that some of its aspects hold up, but in a lot of ways, it feels like a limited experience, especially when compared to more recent Mario sports games.

As the game’s title suggests, Mario Golf is a golf simulation game that stars Mario and his friends (and enemies). In the case of being a golf title it works fine, but you may find the Mario characters are strangely misused.

Mario GolfGameplay is simple enough for even those with little knowledge (or interest) in golf to get into it, but deep enough to make it a competitive and replayable package. The mechanics of the sport are streamlined, but you’ll still need to choose your shots carefully, and pay attention to the weather, the land, your swing and even the wind (represented by a Boo, being one of the only uses of a Mario element outside of the playable characters) in order to get the best score.

You can choose the strength in which to swing the club, and your shot’s power and distance is determined by pressing the A button at the right times as a bar moves through a gauge at the bottom of the screen. It’s easy enough to understand, but you’ll quickly find it’s difficult to master once you take your positioning and other conditions into account.

The core gameplay is still a solid golfer, but you’ll soon realize that there’s not a whole lot of “Mario” to it. The courses are all straight forward golf courses, with no Mushroom Kingdom locales or wacky gimmicks, and the game’s alternate modes, such as Ring Shot (similar to that from Mario Tennis), don’t reflect the franchise much either, fun as they may be. Even the mini-golf mode, which seems like a prime opportunity to bring out many of the series’ elements, feels rather bland, with shapes from the alphabet and numerical system being used in favor of any Mario-themed courses.

But seeing as those modes work just fine if all you’re looking for is a golfing game, you could potentially look past that. What’s less forgivable is the game’s character selection.

PlumFive new characters were introduced here in Plum, Charlie, Harry, Sonny and Maple, with Plum being the only one anyone seems to remember (perhaps due to the fact that she’s the only one who actually looks like a Mario character). It shouldn’t come as a surprise that none of these newcomers have returned since, though it is something of a shame that Plum never became a recurring character. If anything, it may have spared us from seeing Daisy become a staying character in these spinoffs.

What really adds a big question mark to the character selection, however, is how the majority of characters, including Mario himself, need to be unlocked. That’s right, you don’t start out with Mario as a playable character in a game called Mario Golf. 

The only starting characters are two of the aforementioned newcomers, Plum and Charlie, as well as Princess Peach and Baby Mario (this game also started the paradox-creating trend of having Mario play sports against his infant self). Everyone else must be unlocked in “Character Match” mode, with a couple of them unlocked via other means.

In Character Match, you are pitted against an AI-controlled character, and you must beat them in order to unlock that character. This process works one at a time, with every character showing up in a fixed order, with Mario himself not showing up until the sixth time around. And if you think this doesn’t sound like too big of a deal, it should be noted that the AI is not only pretty difficult, but you can’t even change its difficulty. Unlocking every character becomes a time-consuming, arduous process that only diehards will care to accomplish. It’s baffling to think that you have to go through so much trouble just to play as Mario in Mario Golf.

The worst part of it all is that Camelot, though proven to be a capable developer with these Mario sports titles, failed to work on the character balance. You’ll find that once you unlock later characters like Mario, Bowser and Metal Mario, you’ll probably never play as the starters again, unless you want to be stacked against all odds.

Also of note is that there were originally four unique characters that could be unlocked via connection to the Gameboy Color version of Mario Golf, but this feature is once again absent in the Virtual Console release, meaning that no matter what you’ll always have four shadowed out squares on the character select screen.

Mario GolfOn the plus side, the core gameplay of Mario Golf holds up pretty well, so those who simply want to play a simplified golf game may really enjoy it (and it’s still up to four players, which makes for a lot more fun). But that same lot may wonder why there are Mario characters in this game to begin with. Mario fans will probably wonder the same thing.

That’s the thing, unfortunately. While Mario Golf still works well as a golf game, it’s not a very good Mario Golf game. And despite featuring the colorful characters from the Mushroom Kingdom, the game’s demanding nature will probably mean kids won’t have the patience for it. It’s hard to figure out what audience Nintendo and Camelot made this game for.

Later entries would better merge the game of golf into the world of Super Mario with fun level designs, gimmicks, and a stronger emphasis on the characters, while retaining the core golfing experience. But this first proper foray into Mario sports feels like a clash of unconnected elements. It’s not so much Mario Golf so much as golf that just so happens to have Mario characters in it.

It’s still a decent enough game for those enthusiastic for golf itself. But the fact that you have to jump through so many hoops just to play as Mario really says it all.

 

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