Super Mario Bros. 2: Outlasting the Test of Time

I have a reputation for being “anti-Nintendo” and “anti-Retro.” Neither is true. The reality is Nintendo was as important to my gaming upbringing as it was to any slobbering fanboy. The Nintendo 64 I got on my 9th birthday in July, 1998 is what solidified gaming as my passion. I think that’s a bit profound, especially given that it wasn’t the first game console I wanted for an important holiday. The first time I asked for anything gaming related, it was the original PlayStation over a year earlier. I loved my PlayStation, but I didn’t truly love gaming until Nintendo became part of my life. What a hater I am.

As for retro-gaming, fine, I’ve probably earned the “anti” perception, even if it’s not true of me. But, in my defense, I’m 29-years-old. I grew up in the 32 bit/64 bit era. The games of the past were just old games to me, nothing more. By time I took interest in gaming’s history, I had developed epilepsy. Those older games relied heavily on strobe effects, which is my specific trigger. But, that really has nothing to do with my opinions on classic games. It’s more about how people from generations before me tend to put them on a pedestal based not on gameplay merit but on what the titles meant to their childhood. It’s something my generation doesn’t really do. Then again, I grew up in the early 3D era. It was a time full of games destined to age as badly as Lindsay Lohan.

Before we continue, shout out to Nintendo. They removed the dangerous strobe effects from the games in the Switch Online NES library. Now, when you die in Zelda II, the screen turns pink instead of trying to give players a seizure as punishment for not surviving their shitty, unplayable, prohibitively difficult Zelda sequel. Why pink you ask? Well, I can explain. You see, when you’re making love to your husband and then hear the horrifying sound of a “snap” commonly associated with a broken condom, you have to pee on a stick to find out whether or not you have to pay a visit to Dr. Coathanger. If the strip on the stick turns pink instead of blue, it means you’re not pregnant. Not pregnant means no life. See, it makes perfect sense!

I’ve always done my best to separate games I consider the best ever with games that are my personal favorites. I would never argue that WarioWare Inc.: Mega MicroGame$ for the Game Boy Advance is the best game of all-time. It’s not. If pinned into a corner, I’d probably say Tetris or Portal have to be up there because I can literally find no fault with them and they happen to be insanely fun. I think the drama mostly comes from people who truly believe that their childhood favorites like Super Mario 1 or the original Legend of Zelda are still the best games of all time and have never been topped. Which is just absurd. They’ve been topped many times. What hasn’t been topped is the blood-dopamine levels your prepubescent body generated when you played these for the first time. Your adult body isn’t even capable of naturally creating that much dopamine now. Hence, no game can ever match-up to how those games made you feel. I’m not making that up. That’s the actual science behind it. Well, unless you’re self-aware enough to realize that gaming is better now than it was during your childhood. For all the bitching we do about microtransactions and pay-to-win or too much DLC, gaming today is better than it was then. There is something for everyone now, at affordable prices to boot.

Take a deep breath, classic gamers: it’s alright for some of your childhood favorites to have aged badly. Almost all of mine did! Crash Bandicoot? Unplayable today. My entire 3D Nintendo 64 library? How did I never notice how shitty this frame rate was? Like seriously, who replaced my copy of Goldeneye, a game that gave me hundreds of hours of top-rate multiplayer mayhem with this slow, buggy, low-frame-rate, unbalanced biowaste dumpster fire?

Oh wait, nobody did. Goldeneye was cutting-edge back then. That’s why we never noticed. Games didn’t get more advanced at the time. They’re way more advanced now. That’s why those technical hitches stick out so much more today.

While playing Kid Icarus on Switch Online, I triggered slowdown as the result of having too many characters on-screen no less than five times during the first stage alone. To hell with “true to the originals” emulation. Can’t they patch this shit out?

Here’s the thing about the test of time: it’s gaming’s most unfair testing standard. Developers of the 70s, 80s, 90s, 2000s, or 2010s mostly didn’t have it in mind. They wanted to sell product and make money then. Most major, tentpole releases were based on the tastes and trends of the moment. The test of time is the game industry’s version of a pop quiz. Nobody prepares for it, and yet we should have all known it was coming eventually.

Here’s another thing about the test of time: it’s gaming’s most cruel testing standard. You can factor in historical context or popularity or importance to culture all you want. It won’t change a single thing about how good a game is today.

One more thing about the test of time: whether you like it or not, it does exist and surviving it should be rare. It wouldn’t be special otherwise. And really, the vast majority of games don’t do it. Some games that are considered all-timers are just plain not fun today. It’s a major issue for retro gamers to come to terms with: that their childhood favorites aren’t fun anymore.

I don’t really think Super Mario 1 is fun at all. The same exact formula has been done better so many times. I didn’t like New Super Mario Bros. on the Nintendo DS either, and I got that the day it came out. I thought it was really boring. But I’d much rather play that installment in the franchise than the 1985 Super Mario. It controls better, has more stuff to do, has better level design, more replay value, and just is better on its own merit than Super Mario Bros. 1. It’s not even close, really. For those 80s gamers reading this and feeling their blood pressure spiking, I don’t know what else to tell you. It’s true. Old games were not made to be good thirty years later. Yes, it’s unfair to think they could hold up, but it’s downright delusional to think they should hold up.

Here’s one that retro fans SWEAR holds up. Well, change that. They swear Tecmo SUPER Bowl holds up. But we won’t see that one again anytime soon because it costs something like two trillion dollars to license the term “Super Bowl.” That’s why so many people call it “The Big Game” in advertising or other works. But, let’s face it, “Tecmo Big Game” sounds lame as fuck. My suggestion: Tecmo can just change the S to a D and re-release it on Switch online. Seriously, would anyone care if they called it “Tecmo Duper Bowl” instead. Wait.. really? You would? It’s literally the same game with a different name. Oh wait, I forgot you retro types lose your shit over having Mr. Dream in Punch-Out!! instead of Mike Tyson.

But there are some exceptions.

Take Super Mario Bros. 2. It’s still, to this day, my favorite 2D Mario game. Kind of. You see, up until this last week, I’d never played the NES port of it. I first played it in 2001 when a steroided up version of it, Super Mario Advance, was a launch title for the Game Boy Advance. And really, that version of it is the version that I hold up as my personal favorite 2D installment in the Mario franchise. Now cue the inevitable know-it-all fanboys who want to show off how deeply knowledgeable they are by pointing out that it’s not a real Mario game. Yes, yes, we all know about Doki Doki Panic. Yes, we all know there’s a different Super Mario 2 in Japan. Well, Japan sent the real Super Mario 2 to Nintendo of America. NOA said “this sucks, give us a better game.” Case closed: US Super Mario 2 is the real Super Mario 2. You fanboys can have your unplayable, anti-fun ROM hack of Mario 1. It’s all yours.

Super Mario 2 is a genuine gaming rarity: it’s every bit as fun today as it was in 1988. No matter your gaming background. No matter what order you play the Mario series in. Age does not factor in at all. Maybe the port you play does matter, but having just played the vastly inferior NES version, a major step backwards from the remake I played when I was 12, yeah, no, it’s still fun regardless. Besides, Mario Advance is actually just as much a port itself from the Mario 2 in Super Mario All-Stars. And ideas like having more hidden stuff or the bosses taunting you was borrowed from BS Super Mario USA Power Challenge, a game for the Super Famicom Satellaview. Have a look.

The step backwards from Mario Advance to Mario 2 isn’t merely graphical. There’s no score. There’s no super coins to find. There’s no Yoshi eggs. Instead of a Robo-Birdo for the boss of the World 3, it’s just a pallet-swapped Mouser (in fact, Doki Doki has a third Mouser as the boss of world 5 instead of Clawgrip the crab). The most consequential change is if you die on a stage, you’re committed to using the character you just failed with instead of getting to re-pick. That’s brutal. I had buyer’s remorse selecting Luigi in level 5 – 1, but I was stuck. And finally, you can actually see the reels of the slot machines and use timing to win the lives. In the NES version it really is just luck. But using the Switch Online platform, I didn’t need luck. Just save states. I’m guessing that strategy wouldn’t work at a real casino. “Uh.. hey guys. Pause. Load state. I want to try that hand again. Let’s start at the flop. I checked when I should have raised. Give everyone the same hands as before. Now remember everyone, pretend like what just happened after the flop didn’t happen. Why are you calling security?”

There’s no point in doing a traditional review of Super Mario Bros. 2. It’s older than I am. It’s gotten its feedback. But, I’ve been a bit obsessed with it as of late. It seemed like a game that defied conventional wisdom. It should have aged as badly as every other NES game, because it has a lot wrong with it. There’s blind jumps that are completely unfair. Luigi is grossly over-powered to the point that you can bypass large sections of stages just by using his charge jump. Peach is nearly as bad, though at the cost of her being significantly slower at picking things up. A running Luigi jump clears as many blocks. A big part of why these balance issues exist is because Doki Doki Panic didn’t have a run button. Levels weren’t designed around running jumps. That’s why you can circumvent large sections of the game. So why did they add such a feature? Because you could hold B to run in Super Mario 1, and they wanted at least one mechanic from the original Super Mario Bros to carry over to the not-sequel that became the sequel. B-Running was chosen, and in doing so, they inadvertently nerfed nearly half the game.

The flash from the bombs is gone in Super Mario 2 as well. Thankfully when I tweeted about this the majority of classic gaming fans were happy for me and didn’t go all Star Wars fandom “rape my childhood” for Nintendo having done a couple very minor graphical changes that most non-epileptics didn’t like anyway. I think one person complained about the “slippery slope” of changing graphics in a game that came into existence by changing a previous game’s graphics.

And yet, Mario 2 is still a masterpiece. I’m writing these words over thirty-years after the game released in the United States. How the fuck did Mario 2 escape Father Time? I spent over a week studying the levels and the history of the game. I talked with fans who were around at the time it came out. For most Mario fans, Mario World is the one they still hold in the highest esteem, with Mario 3 close by it and Mario 2 left completely in the dust. And I get that. Mario 1 was probably the game that made them want an NES in the first place, and Mario 3 was the first direct-sequel to it. It took the franchise back its roots with question mark blocks, power-ups, end-goals at the end of levels instead of killing a Birdo and walking through the door. It’s what they wanted Mario 2 to be. Mario World doesn’t have as wide a variety of power-ups, but it makes up for that with (mostly) superior level-design, better innovations (Yoshi and the idea of having an item on reserve), and better balancing.

I’m not hating on Mario 3 or Mario World like I do Mario 1. In fact, I’d put them in the pantheon on platformers. They’re so good that it’s a no-brainer, really. But both have felt the ravages of time a lot more than Mario 2 has. Mario 3 has a lot of cheap design, under-utilizes some of the more fun power-ups (especially the Hammer Bros. suit), and most damning: a few of the worlds are actively boring (especially world 2, the desert) or just plain crappy (world 6, where the ice stages are). Mario World is a lot better, but also gets interrupted somewhat frequently with more basic, bland stages that feel like filler. And I think the auto-scrolling areas of both Mario 3 & World can go fuck themselves. With the exception of one incredibly cheap blind fall in Mario 2, its flaws have a lot less impact. It didn’t just age better. It practically didn’t age at all.

Of all the memorable moments in Super Mario 2, this is my personal favorite. It was just so unexpected. “Holy shit, the door is trying to kill me now!” My personal choice for the best surprise boss fight in gaming history.

And I know why: because it was never done again. The original Mario formula has had multiple chances to be re-worked. Super Mario 3, World, New Super Mario, and so forth. Not to mention the countless games that Super Mario 1 inspired. On the other hand, Mario 2 was pretty much never done again. The closest any game apparently ever came to it was an unlicensed game based on Bible characters for the NES. Sure, it was remade, but that’s different from being completely rebuilt. We’ve seen lots of games built on the foundation Mario 1 poured. But, thirty years later, there’s still only one Mario 2. It never got a direct sequel. Its primary mechanics never carried over to another major game. It defies aging on the basis of never having been attempted again. And that’s strange, because we’re talking about one of the single most important games ever made. Even StarTropics got a sequel, for fuck’s sake. Kid Icarus got a couple! Excitebike got a 3D remake! Mario 2 outsold them all combined and was still a one-off. Some of its characters became Mario staples, but its gameplay never resurfaced again. Even though almost everyone likes it, if not loves it. Weird.

So actually, Mario 2 is even more exceptional than you first realized. Think about it: the NES was scorching hot in 1988, when it released. Fans were clamoring for the sequel to Super Mario Bros. As popular as the NES was, it wasn’t quite solidified yet. For all the world knew, it was a brief resurgence of an otherwise passed fad: video games. If Mario 2 had sucked, or had outright bombed, it absolutely could have cooled Nintendo’s jets and put a grinding halt to their momentum.

And then gamers get Mario 2, and it’s so fucking weird. A complete departure from the original. No question mark blocks. No fire flowers. No Goombas or Koopas or Bowser or any enemies from Mario 1. No flagpole. No killing enemies by jumping on them. The coins work completely different and aren’t just scattered around stages. Everything is built around picking up and throwing stuff, with only a few cursory nods to the original, like the star or the mushroom. It’s a Mario game in name only, with westerners mostly oblivious to its origins as a reskinning of a completely unrelated game based on mascots for a glorified Japanese state fair being put on by a television station.

You kill Wart by feeding him vegetables. He hates vegetables. Which is why he placed a fucking vegetable generator in his throne room. Like, seriously, have we considered he never returned because he’s too dumb to sign the contract?

Everyone knows the story of Nintendo risking everything when they launched the NES in North America, offering an insane no-risk deal to stores in order to get them to carry the console. That move deserves the recognition it gets, but I wonder why nobody looks at Super Mario Bros. 2 in the same light. Because it certainly was a huge risk for Nintendo. If fans had rejected Super Mario 2, imagine what a catastrophe it would have been. Especially considering that Zelda II: The Adventure of Link released around the same time and was an even more polarizing departure from the original game in its series. Early Nintendo adopters could very easily have decided that Nintendo wasn’t giving them the type of games they were asking for and moved on to other things. It seems absurd now, but it was definitely on the table back then.

Thankfully, Super Mario 2 was so good on its own merit that it continued to sell even after word-of-mouth that it was nothing like Super Mario 1 had a chance to take hold. Ten million copies on the NES were sold. You don’t get sales like that on name value alone. And Super Mario 2 as an entity onto itself was so viable that a remake of it was chosen to be the Mario launch game for the Game Boy Advance. It was thirteen years later. Thirteen! Thirteen years ago today, George W. Bush was still President and nobody knew who Barack Obama was. That’s how fast the world changes, and yet, Super Mario 2, thirteen years-old, was still good enough to be a flagship launch game for a major platform. I’d never argue against Super Mario Bros. being the reason there was so many Nintendo Entertainment Systems in households in the 80s. But in major way, Super Mario Bros. 2 is what assured there would continue to be Nintendo devices in American households into the 90s and beyond. Yes, it’s the “weird one” in the series. But it’s the one that I most tip my hat to. Against all odds, it holds up better than any “real” Mario game. To paraphrase an old adage: man fears time. But time fears Super Mario 2.

Super Mario Bros. 2 was developed by Nintendo
Free to Play with a Switch Online Subscription

Interested in Super Mario Bros 2? Boss Fight Books has a book detailing its history by Jon Irwin. Check it out here for $4.99.

indie-gamer-chick-approvedSuper Mario Bros 2. is Chick-Approved, but as a non-indie is not ranked on the IGC Leaderboard.

Arcade Archives: Punch-Out!! and Vs. Super Mario Bros (and NES Super Mario Bros)

Ugh. So yea, these aren’t indies. But I’m currently on a harrowing journey of self-discovery as I delve into the games that existed before my time. And it seems like the arcade is as good a place to start as any. You’ve probably seen those Arcade Archives releases on Switch and wondered if they were any good or not. I mean, for the price of $7.99 for old games, they probably should be, don’t you think? Hell, for that price you wouldn’t be out of line to expect the games to also suck you off. I selected one and chose Punch-Out because I’m such a fan of the series. Ready to have your mind blown? I think it’s probably my personal favorite Nintendo franchise. Yep, I went there.

For the second game, I narrowed it down to four options and let my readers choose. They chose Vs. Super Mario Bros.

What did I ever do to them?

Bull. Shit. There is *no way* someone can score that many points in five minutes in Super Mario 1.

First thing’s first: developer hamster has created a fairly minimal package here. Compared to other retro games I’ll be tackling over the rest of 2018, what you get when you purchase Arcade Archives leaves a lot to be desired. You get the main game and, in the two I bought, a “caravan mode” which is really just a five-minute scoring competition with online leaderboards. I was *blown away* by how far out of my reach the scores were. I’m guessing cheating was involved for the top scores because I can’t for the life of me imagine that you can legitimately score 1.7 million points in Super Mario in five minutes (and the timer doesn’t pause between levels or entering the pipe for level 1 -2). For Punch-Out, I didn’t even do particularly well and finished in the top 200. Oh yea, a top 200 finish for a game that is absolutely fucking shitty.

I don’t often get to use the term “disgusted” with how a game makes me feel, but I am fucking livid at how bad the arcade Punch-Out is on Switch. If I didn’t know this was the original Punch-Out that spawned the console franchise, I would swear it’s a bootleg. The dodge/counter mechanics I love barely seem to have showed up at all, replaced with a mostly mindlesss button masher. One that I couldn’t finish. Arcade Archives: Punch-Out!! is barely playable, with possibly the least responsive controls I’ve ever encountered. I’m not exaggerating when I say I would often press a button to punch four times before a punch was actually thrown. The lag is especially noticeable with the blocking move, which is done by raising your gloves up and down. Well, sometimes the gloves needed a couple of seconds before doing the moving. Same with dodging left and right. It’s safe to say Punch-Out!! is kinda busted.

There’s two screens because Punch-Out!! was created as a means to dump excess monitors. Anyway, this is Kid Quick, but really your toughest opponent will be “Button Slow.” Just take my word for it.

I can only review the version I paid for, and so I can’t find a better version and say the game is great. Having said that, I went to watch a YouTube video to figure out what I was doing wrong and noticed some major differences between the version I paid for on Switch and videos seemingly taken from MAME or via Direct-Feed from an authentic coin-op. Most noticeable was on the videos, the referee counted slowly, whereas on the version I was playing, the count was *really* fast no matter if I changed the game’s timer to slow or fast or whatever. I happen to have a pretty sick MAME machine, so I busted it out and booted up Punch-Out!!. It made me realize most of my struggles on Switch were probably the result of bad emulation. On Switch, I couldn’t get past Pizza Pasta, the fifth (of only six) fighters even with the game set to “easy”. On my MAME? Without changing any default settings, I beat the game on my first attempt. It was night-and-day how much more responsive the controls were, and it made beating the back-three fighters (Kid Quick, Pizza Pasta, and Mr. Sandman) kind of easy. On Switch, I most often lost to Kid Quick by running out to time, because it’s hard to beat a guy who moves quick when button response time is slow.

By the way, if you’re curious, I wouldn’t give Punch-Out!! my Seal of Approval even with it working. All the stuff console fans associate with Punch-Out!!’s play mechanics are missing. It really just does feel like a button masher, nothing more. But it still sucks that the emulation is as crap as it is. And, given how short Punch-Out!! is in the arcade (six fighters? are you shitting me?) it really wouldn’t have killed them to have included both the arcade version of Super Punch-Out!! (which includes five more opponents) and Nintendo’s Punch-Out!! spin-off Arm Wrestling (which includes a cameo by Bald Bull) to give players some value for their money. I’d call Punch-Out a rip-off, but then I played Vs. Super Mario Bros. and learned what having a bonfire with your cash is really like.

I never came remotely close to beating Pizza Pasta and I still put up a respectable score. Though I should point out that everyone is placed in the same rankings even if you change the setting to “easy” and the timer to “slow” which seems kinda weird to me.

Vs. Super Mario Bros. was designed to capitalize on the success of the NES game and starts off just like the home version does. But then it slowly starts to warp with remixed levels designed for absurd difficulty. I’ve been told to think of Vs. Super Mario as being somewhere between NES Mario 1 and the Japanese Super Mario 2, which became known as the Lost Levels in the US. And yea, that’s probably a good comparison. Vs. Mario isn’t as insanely unfair in its level design, but there are tons of blind jumps and single-space ledges you have to jump to and from. It’s ridiculous, almost as if it were a modified version of a classic game designed not to be fun but to steal quarters from children one by one. Oh wait..

And it actually controls like ass. Now I’ve always been of the opinion that the original Super Mario was slippery, but Vs. Super Mario Bros. takes that to a new level. Movement feels imprecise and unrefined. It’s very subtle but it’s there and noticeably different from the NES version. I know this because I booted up four different versions of it, for Wii U, for the NES Classic, from the Switch Online’s NES program, and from an actual, authentic NES that we even had to blow on the cartridge to get to work. In all four of those versions, movement was consistent (which actually shows just how good Nintendo can emulate the NES). For Vs. Super Mario? Movement was *this close* to being like the others, but just enough off to be directly tied to a few deaths, especially with precision jumping and those aforementioned single-space ledges. I had my family play it too just to make sure it wasn’t just me. It wasn’t just me. Though about half my family said they felt it played better on MAME, while myself and a few others felt the MAME version and the version on Switch using Hamster’s emulator felt identical. We all agreed that the NES versions control better though. And if you knew my family, you’d know we can barely agree on what time to eat dinner, let alone how accurate a game controls. So there’s that.

A lot of the tweaks are subtle in the early stages. In later stages, levels are lifted directly from Super Mario 2 in Japan. Levels made when Miyamoto was on his man-period or something because the game was so prohibitively hard that Nintendo of America asked for a different game.

By the way, while sitting to do this review, it came to my realization that I had never purchased any version of the original Super Mario Bros. before. I was born in 1989 and by time I started playing games, Mario had come a long ways. I think my first time actually sitting down and trying to play Super Mario 1 was on Animal Crossing for the GameCube. This apparently comes as something of a shock to my older readers who hold the title in reverence, but I didn’t like it. I had better Mario options by time I started playing games. I already owned and finished Super Mario Advance 1 & 2 by time I unlocked (via Action Replay cheatery) Super Mario for Animal Crossing. And I didn’t see what all the fuss was about. It didn’t hold my attention at all. Which, granted I have a short attention span. It took me four days just to finish this sentence.

So actually, Vs. Super Mario Bros was the first time I bought any version of Super Mario Bros. out-of-pocket. I think the one on my Wii U I just got somehow, because I never would have bought it. Not even for a dollar. Some of my fans are aghast that when I finished the Switch Online version of Mario 1 this morning, it was the first time I had ever beaten Super Mario Bros. (By the way, I did it without using save-states!) Some people can’t comprehend that I, a relatively famous indie gaming personality, had never finished what is probably the most iconic video game. But I hadn’t, because it was a “before my time” game. Over the last 72 hours, I’ve had people tell me they’ve legitimately lost respect for me and my opinions on games because I never beat Mario 1, or that all my previous reviews were now invalidated in their mind’s eye. Nobody I respected, thankfully. And besides, I can now say I’ve beaten Mario 1. And hell, I even did the Minus World trick afterwards for good measure. Oddly enough, I don’t feel like my gaming life has been altered now. I’m still the same person I was before. I just have beaten Super Mario Bros. now. I don’t feel particularity validated. Should I be glowing or something? Will I get a membership card in the mail? Will someone show up and teach me the secret gamer handshake?

I don’t get it. Because at no point did I ever say any of them were stupid for liking Mario 1, nor did I take away from what Super Mario Bros. accomplished in 1985. Like everyone else, I probably owe my gaming existence to it. What I’m am saying is that I can’t play the game under the context of it being a new, fresh idea. Because it wasn’t for me. Based on the games I played before I played this, Super Mario had no reverence to me from a gameplay perspective. Controls are sloppy. Level design is basic. Not a lot of strategy really. And those opinions in no way take away from how important the game was for history. But saying Super Mario Bros. is the best game ever or still as good today as it was in 1985 is every bit as absurd as the AFI naming Snow White the greatest animated film of all time. Which they did. That’s why they had to quit making those AFI 100 Years, 100 Films specials. Because nobody can take anyone who would say Snow White has never been topped and is still the best animated picture ever seriously or respect what they think about movies. And honestly, if you’ve played games for the last thirty years and still think Mario 1 is every single bit as fun today as it was when it first came out and the BEST GAME EVER MADE, I respect your belief as much as I respect a Flat-Earther’s belief. Which is to say, not at all.

And that’s basically how I feel about Super Mario Bros. Being important to gaming history isn’t the same as being fun to play in 2018. And Super Mario Bros. isn’t fun to play in 2018. At least for me.

Anyway, Vs. Super Mario Bros sucks and I think even the most drunk-on-nostalgia fanboy would be insane to shell out $7.99 for it or any Arcade Archive title. They might be the worst values in all of gaming. For an extra $12 you can subscribe to Nintendo’s online service for a year, get a better version of Super Mario and a lot of other games. Including Mario 3, which withstands the test of time better and is still genuinely fun today. I paid $8 a pop for these and I honestly I might as well have wiped my ass with the bills instead.

Arcade Archives: Punch-Out!! and Arcade Archives: Vs. Super Mario Bros. were developed by Hamster
Point of Sale: Punch-Out!!, Vs. Super Mario Bros.

$7.99 each said “great bitching! You’re an up-and-coming critic!” in the making of this review.

NES Remix

No, it’s not an indie. But, I’m not exactly known as someone with a particular fondness for NES “classics” that grew stale before I was even born. When Nintendo surprised everyone Wednesday by debuting NES Remix and announcing it was out right now, it was bizarre. Almost as if they had no confidence in it. But, it looked vaguely like the 9-Volt stages in Wario Ware, which is pretty much my favorite game ever. And my Wii U was starting to get dusty again after I finished Super Mario 3D World. So, $15 later, I was going to see what this game Nintendo was so nervous about hyping for more than a few minutes was all about.

NES Remix is made up of micro-sections of sixteen early first-party NES games, most of which are no fucking good today and probably wouldn’t have been all that fun even back in the day. Look, I appreciate the historical significance of the original Donkey Kong, Super Mario, and Legend of Zelda. But the same franchises have been done better so many times since the 80s. To pretend otherwise seems kind of crazy. Meanwhile, the majority of the games in NES Remix really just aren’t any good at all. Baseball, Pinball, Tennis, Urban Champion, and Golf should be locked in a box and thrown in the middle of the ocean. And Ice Climber? I swear to God, I think it might legitimately be the worst game Nintendo ever made. Not only does it control like it was designed by someone who hates video games, but it also has a tendency to have players fall through the platforms because you’re “too close to the edge.” Even though you’re more than a full character-length on the platform. If there’s a worst first-party game Nintendo has ever put out, I haven’t played it.

Funny enough, it's actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

Funny enough, it’s actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

So, a collection of sixteen games that I either hate or am totally indifferent too? Games which have not been blessed with the gift of graceful aging? Games which I would never pay the price for off Nintendo’s Virtual Console if they were sold alone? Obviously, we’re talking a real game of the year contender, right?

Well, actually.. yeah.

NES Remix utterly owned me. I got it Wednesday morning, and I played it so much that I ran out the battery on my Wii U pad three times in a single day. Never mind how pitiful it is that a console could have the battery run out that much in a single day. I also will try not to focus too much on how there is absolutely no reason why NES Remix has to be exclusive to the Wii U, or that Nintendo unquestionably lost out in millions in revenue this week alone by not having a 3DS version launch alongside it. Okay, so that’s a lie. It’s kind of the elephant in the room and it requires scrutiny. Nintendo fanboys are saying it’s because Wii U needs exclusive software to justify owning it. That’s a fucking cop-out excuse if I’ve ever heard one. NES Remix is the perfect portable game. Pick-up-and-play mechanics, small goals, a large variety of gameplay styles, and no consequences if you think you have time to kill, turn on your device, then suddenly become busy and have to turn it off. Tethering this diamond to the Wii U would be like hiring Michael Jordan to be on your golf team. I’m sure he’s a damn fine golfer, probably better than your average schmo, but wouldn’t he better suited on your basketball team? And NES Remix would be better suited on the 3DS. It just would be.

But, the decision was made, and NES Remix is slumming it on the wrong console. Fine. It doesn’t change the quality of the game at all. NES Remix is, as of this moment, the best digital-exclusive Nintendo has ever produced. Like Wario Ware, Nintendo has taken gameplay, stripped out most of the bullshit, then weaponized what was left into the most potently addictive micro-gaming chunks seen since, well, the original Wario Ware. This is gaming in its purest form.  Scoring and/or speed based, no frills, white-knuckle gaming. And I love it.

Sorry to disappoint white supremacists , but the game is called "Clu-Clu Land". With a "C". Just go back to playing Uncharted.

Sorry to disappoint white supremacists , but the game is called “Clu-Clu Land”. With a “C”. Just go back to playing Uncharted.

The NES games are divided into sections by game, which have anywhere between seven to over twenty levels per game, though I don’t believe every game has its own unique stage selection. Baseball, Tennis, Urban Champion, and Donkey Kong 3 seem to have drawn the short straw and don’t have their own sections, and that’s just fine with me. There’s also fifty “remix” stages that do something wacky with the gameplay or graphics, plus twenty-five “bonus stages” that seem more like deleted scenes, cut from the game for a reason. Each stage is scored on a scale from one-star to three-stars, plus if you do really good, a meaningless rainbow star thing appears that doesn’t seem to unlock anything.

The remix stages are treated like the meat of the game, but really, I enjoyed all the non-psychedelic challenges presented here. Stuff like trying to catch 1-up mushrooms in Super Mario, or fighting bosses in Legend of Zelda, one ten-second stage at a time, was hugely satisfying. It even managed to make games like Golf and Balloon Fight more than enjoyable, something I never imagined was possible. I knocked out most of those before I ever started on the Remix stages, which were often pretty cool too. You might have to play a full stage in Super Mario where the game auto-runs for you. As it turns out, Super Mario makes a great auto-runner. Who would have thunk it? Other challenges might be related to the presentation, like having the camera pull back, showing multiple, progressively smaller screens. When I played these stages, I would then look away from the Wii U pad, where my room now seemed to be pulling back and shrinking. It was trippy. And awesome.

Not all the remix stages were well conceived. A couple of them involve you playing Donkey Kong using Link. No, you can’t use your sword for some fucking stupid reason. Also, you can’t jump. Ever tried to beat the first stage in Donkey Kong without jumping? It’s way tougher than it sounds. You’re basically left up to the whims of fate, hoping against hope that the barrels don’t go down the ladders you’re about to cross, since you have no way of defending yourself or otherwise avoiding them. My gut instinct tells me they originally planned to let you use the sword for these sections (since it makes no fucking sense to have Link in Donkey Kong and not be able to swing your sword) but they couldn’t do it right (it’s really just a ROM hack, with Link painted over Mario), so they just left it the way it was. Of course, the whole ROM hack theory doesn’t explain why you can’t jump. Other ill-thought-out stages include Pinball (a crap game on its own, like most of the games in this collection) where the flippers are invisible, an Ice Climber stage where the only hook is the graphics become Game Boy-like (and this one screws up sometimes by having the mono-Gameboy sound be present during the NES part, and vice versa), or fighting “imposters” in Balloon fight that are the exact same enemies you already take on, re-skinned to look like you. Really, some of them are just plain lazy. But this is the same company that has put out roughly fifty-billion ports of the 75% complete NES version of Donkey Kong. I’m almost convinced that Nintendo is the Japanese word for half-assed.

The biggest problem with NES Remix is these are the exact same games that they’ve always been, only broken down into microscopic chunks. Although this makes some of the games more palatable, all their original control flaws are still present. I mentioned Ice Climber above, which is probably Nintendo’s most broken controlling game. But actually, the original Mario Bros. is nearly as crippled. The jumping physics are horrible, requiring you to build up momentum to make a jump. Only sometimes this doesn’t seem to work. Plus, landing on a platform above you requires you to land perfectly flush on it. If a micro-pixel isn’t on, you fall through the platform. In games scored entirely around timing, shit like this is fucking maddening. Additionally, Baseball, Tennis, and especially Clu Clu Land (my buddy Cyril’s choice for Nintendo’s worst first-party game) control the same as they always have: like shit.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I'm not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I’m not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

Another issue, which is kind of minor, is that the difficulty of each challenge, in terms of what will give you a three-star rating and what won’t, varies wildly. In one of the Super Mario levels that is divided into three sub-stages, the object is to enter a warp pipe. The target time for three stars was 30 seconds. Getting this required near-perfect runs. I twice finished at 30.1 seconds because I had trouble lining up in the under-water pipe or something. Eventually, I did get the three-star rating I had coveted, clocking in at 29.6. No rainbow stars though, and I’ll be damned if I can guess where I could possibly make up the time for it. Edit: Oh my God, I am such a fucking idiot.  I thought I had attempted to enter all the pipes in the second stage. It turns out there was a much, much closer pipe I could have entered than the one I was going into. I just finished in 24 seconds and rainbowed. I suck. But then I would play multiple other stages where I could die three or four times and still score three-stars with rainbows even though my performance could best be summed up as “pitiful.” There was no consistency from one stage to the next, and it takes the oomph out of the sense of accomplishment I sometimes felt.

Despite those issues, NES Remix is honest-to-God my new favorite Wii U game. Certainly Nintendo’s best digital-exclusive in their history. I was utterly hooked for three solid days on it. It even did the impossible and made Urban Champion fun for like five seconds, which by my count, is three seconds longer than Wario Ware accomplished. (UPDATE: I hadn’t ever played Urban Champion by this point, and eventually gave it the IGC Seal of Approval. Go figure!) Although I have no fucking clu-clu why this is exclusive to Wii U, this is a must own. At least, I think it is. Opinions are hugely divided here. One trend I’ve noticed: older gamers that played the originals to death in the 80s seem to like this a lot less than myself and younger gamers have. I’m guessing if you’ve played the original Super Mario Bros. once a week for the last thirty years, you probably would be bored by some of the “challenges” here, like playing level 3-3 with all the platforms invisible. See though, I don’t have every nuisance of these games committed to memory, and probably for that reason, this could very well end up being my Game of the Year. So a word of advice to the younger Nintendo fanboys out there: don’t schedule a monthly play-through of New Super Mario Bros. or Pikmin 3, or else when Wii U Remix comes out in 2043 for the Nintendo Wii UeuPrince logo.svgmI3, you’ll be sorry.

NES Remix LogoNES Remix was developed by Nintendo

Seal of Approval Large$14.99 said “the game just fucking came out, so stop talking about sequels already you annoying fucking fanboys” in the making of this review.

NES Remix is Chick-Approved, but not remotely Leaderboard eligible (non-Indie)

Curse of the Crescent Isle

Do you know what the key to critical acclaim is on Xbox Live Indie Games?  No, it’s not having a good game.  Don’t be silly.  It’s having a retro-style graphics and gameplay that borrows mechanics from a popular 80s NES hit.  If you have that, you have a game that will have more praise dumped on it than a parrot that sings Let the Bodies Hit the Floor.  Which is ironic given that most of these new-retro titles just poorly mimic the classics the same way a parrot mimics a song.  Sometimes praise is deserved.  Stuff like Escape Goat or Aesop’s Garden comes to mind.  Most of the time, the end result is cute and charming but ultimately just kind of exists as a weird novelty.

Take today’s Katch-Up game, Curse of the Crescent Isle.  It has pretty good NES style graphics without the slightest taint of anything modern to ruin the effect.  The story is appropriately insane.  You take the role of a King who has to save the people of his land from a, um, something or another that has turned them into, some.. things.  Honestly, I’m not sure what the fuck happened, but who cares?  I couldn’t figure out why anything happened to anyone in any 8-bit game, so why should I expect to start now?  It’s all about the gameplay, which is modeled after the platforming and lifting mechanics of Super Mario Bros. 2.  Only here, the enemies you pick up can be used as tools.  It’s a sensible evolution on the established concept.

It’s hard to lift with your knees when all you have is a beet-red anus for legs.

Here’s the problem: the game sucks.  Allow me to elaborate.  Super Mario 2 overall controlled decently, as long as you picked the right character.  I never used Mario, because his jumping was too weak.  I stuck with Luigi, who wasn’t quite as pitifully slow as the Princess, but could also jump higher and further than her.  In a game that is all about jumping, it made sense to me.  Unfortunately, Crescent Isle is all about jumping too, but you’re stuck with someone who controls like Mario did.  Oddly enough, the gravity feels strong, but the controls overall feel way too loose.  I can’t tell you how many times I would jump for a vine, grab it, but then coast straight off the side of it.  It was like the King lubed his hands up with Vaseline before jumping.

The biggest issue with Crescent Isle is how badly implemented the mechanics are.  The control scheme is very clunky.  You pick up enemies with the X, but you also use X to switch between lifting them over your head or putting them below your feet.  You jump with A and throw with B.  It’s messy and never feels intuitive.  There’s also problems with the physics of lifting and throwing.  Enemies can’t really die.  If you throw them into each-other, it just knocks one out.  Once they hit each-other, they ricochet back and typically cause damage if they float anywhere close to you.

The only thing Crescent Isle does well is puzzles.  There are some clever ones that make neat use of the enemies’ skills.  Sadly, the impact of those puzzles is lost due to the lack of check-points combined with the horrible play control.  And that’s not even taking into account when the game glitches out on you.  During the second stage, there are puzzles that require you to use an ice monster to freeze fireballs shot out of a pipe, then use them as stepping-stones.  It was clever the first time they used it.  After a dozen times, it was tedious and lame.  Especially since the fireballs sometimes would just go away instead of staying in place as a block.  Or there was the time that I froze a fireball, it disappeared, and the pipe never spit out another one.  I was stuck there, and that fucking sucks.  Sure, you can pause the game and restart the level, but it had taken me around ten minutes to get to that point.  And that was just that one attempt, not counting all the lives I lost trying to get there before that.  The puzzles lose their zing when the game’s lack of debugging causes you to replay them over and over again.  Hell, I lost count of how many times an enemy pushed me through a solid wall and to my death.  No wait, I didn’t.  It was ELEVEN FUCKING TIMES!

Why does the King always look like he’s constipated?

Ultimately, Curse of the Crescent Isle just isn’t that fun.  The controls are bad, the levels are too sprawling, and the concept is just kind of boring.  Of course, Crescent Isle has 8-bit style graphics and is almost kind of like Super Mario 2, so it got critical acclaim.  When I read how this was received by other critics, I was kind of flabbergasted.  You know, there was another 8-bit clone of Super Mario 2 once upon a time.  It was called Bible Adventures.  I never played it, but I certainly know of its reputation.  I have a theory that if that game came out today and was on Xbox Live Indie Games, it would be considered really good.  Why?  Because it meets all the criteria for critical acclaim on the platform.  8-bit?  Check.  Clone of a flagship title?  Check.  Actually fun?  Who cares?  Oh, don’t scoff!  You know I’m right.

Curse of the Crescent Isle was developed by Adam the Otaku

80 Microsoft Points never played Duck Tales on the NES so I can’t accurately compare this to that in the making of this review.

マイケルの不思議な冒険 (Michael’s Magical Adventure)

I did a double take when I saw the screenshots for Michael’s Magical Adventure.  I mean, look at it!

I know, right!  The resemblance is uncanny!

It looks just like Teddy Ruxpin!

Teddy had no comment.

Oh, and maybe Super Mario Bros too.  Just a little bit.

I wish it had played more like Super Mario Bros.  It might have been more fun that way.  Michael’s Magical Adventure really does try to invoke the look and gameplay of Nintendo’s classic franchise.  It just fails miserably at playability.

I’m not the only one who had a chuckle at the brazenness of Michael’s Magical Adventure.  It’s Super Mario in everything but name.  Instead of Mario, you’re bear.  Instead of Goombas, it’s rabbits.  Instead of Spinys, it’s porcupines.  Instead of turtles, well, it’s still turtles.  You also traverse all the Mario standbys.  Generic plains, icy hills, and haunted houses all make an appearance.  Now, just to be on the safe side, Mario wasn’t the only property they plundered.  There’s jungle-themed levels where you hop across the heads of alligators, just like in Pitfall.  And then there’s the final boss fight against your own shadow, just like in Zelda II.

It all sounds so great, and if it worked it would be.  Unfortunately, the game is riddled with control issues and glitches.  Since I’m a total control freak, I’ll focus on the controls.  About the only thing the game did get right was mapping jump to the A button.  Yet, everything else about the jumping is wrong.  It’s slow, slippery, unresponsive, and inaccurate.  And if I could find more mean words to describe it, I would.

Part of the problem is related to holding down the X button to run.  There’s never a point where you won’t want to run, yet you have to hold a button down to accomplish this.  If only there was, say, a special joystick that could interpret various degrees of pressure in a way that could map walking and running without the need to also hold a button down.  I know, wishful thinking on my part, but we still live in an era where we can only dream about such outlandish space age technology.

Not that it would help much.  Michael’s Magical Adventure needs some serious debugging.  I encountered many instances of getting stuck in blocks, or getting stuck floating in the air after jumping off a vine.  Even when the game’s engine wasn’t crapping out on me, the level design brought my blood to a boil.  In particular, two auto-scrolling vertical levels had me ripping my hair out.  The level design does get to be a bit too much later in the game.  To make up for this, you get access to a cosmic hamburger if you die five times in a single level.  Eating it will make you impervious to enemy damage for the entire stage.  On one hand, I liked it because I’m convinced some stages are impossible without it.  On the other hand, I felt like the game was patronizing me.  “Oh, you can’t get past a couple of little bumble bees?  There, there.  Eat this and just waltz up to the finish, you poor little thing.”

Hey, fuck you game.  Most of the time, it was the jumping physics and not the enemies that got me.  Ultimately, Michael’s Magical Adventure is exactly what I figured it would be: a poorly executed Super Mario clone without shame.  For some people, that’s all they want.  I’ve already seen it with this game on Twitter.  People have called it “Epic” or “Ace” or “Excellent.”

No, no, and no.  Why do people insist on devaluing words?  The Odyssey by Homer is an epic.  The Red Baron was an Ace.  The blooming onion at Outback Steakhouse is excellent.  Michael’s Magical Adventure is none of those things.  It’s just a bad video game.  And even if you convince yourself otherwise, it’s not going to bring your childhood back.  The nostalgia factor is certain to drive its sales, because 30-something gamers will grasp at absolutely anything that resembles their cherished childhood treasures.  Games like this are like dumpster diving for your security blanket.  If you dig down far enough, you might find something vaguely resembling it.  More than likely, it’s just the piss-soaked rags of a deceased hobo.

マイケルの不思議な冒険 (Michael’s Magical Adventure) was developed by HUNTERS

80 Microsoft Points said “yes, I’m aware the box art says the translated name of the game is Mysterious Adventure of Michael, but that is NOT what the Japanese text of the game says!” in the making of this review.

Couldn’t find a trailer.  Sorry.