Showing posts with label super mario party. Show all posts
Showing posts with label super mario party. Show all posts

Thursday, May 6, 2021

Three Mario Games That Really Turned Things Around with Updates

With the advent of patches and updates to video games, games can now have new additional modes, characters, and enhancements added to them. While that is a pro, there is also a con of having certain games shipped incomplete or bugged, with a later promise of fixing said issues in a future update or patch. Not even Nintendo, one of the most prolific (if not THE most prolific) publishers around, escapes this issue, nor does its main mascot, Mr. Video Game himself, Mario, evade having games that require updates to end up in a satisfying condition. 

While there is a motley crew of Nintendo titles that started off weak when they released, this particular article focuses on a trio of Mario games that began rather poorly or not up to their potential when they launched, but have since become pretty great games now, even better than they were when they originally released.

The most Mario recent game to get an update is one that was quite a surprise. Not only was the update significant, but it was a long-requested one for the franchise that finally came over two years after the game released. I'm of course referring to Super Mario Party. In the original SuperPhillip Central review, I ended up really enjoying the latest entry in the long-running series of party games, but there was one major caveat. That caveat was the haphazard, half-hearted implementation of online to the series. 

Fans, such as myself, have been clamoring for online for the Mario Party series for over a decade now, and Nintendo and developer ND Cube's approach to finally implementing it into the series with Super Mario Party was less than satisfying. That's a charitable statement, as well. The Online Mariothon originally was the only online play available in Super Mario Party, offering five random mini-games for four players to compete against each other for the highest score. 

Of course, that's not really what fans wanted from the series' online. It was somewhat of a monkey's paw wish gone bad. No, the real wish was for the boards of Mario Party to become available to play online, and as of last week, Genie Nintendo made that wish come true. 

Not only is the board game mode, whether the free-for-all traditional Mario Party mode or the Partner Party mode--which pits two teams of two against one another on a grid-like board--now available to play online, but so, too, is the ability to play the majority of mini-games online with friends as well. The only caveat now is that there isn't any matchmaking, but you can simply tell total strangers online your three-digit room code to have them join--thus it's not just limited to playing with your friends.

Last night I was able to finally try out the Mario Party mode online with a dear friend of mine who lives in the same state as I do. Now, I live in the suburbs while we lives more in the rural country part of the state. I'm pleased to say that the online connection was pretty much flawless for the two of us. The only lag present was during a random board sequence rather than an actual, much more intensive mini-game. We both enjoyed ourselves, and are both interested in playing another board really soon.

And really, this update is perfect for the current harrowing times we find ourselves in, what with the pandemic and all. Despite some parts of the world seeing the proverbial light at the end of the tunnel in some ways with mass vaccinations, the timing is still rather great. Of course, it would have been better if Nintendo had this online update for Super Mario Party earlier in the pandemic, but perhaps this update itself was built out of necessity, made during the pandemic so people could continue to enjoy Super Mario Party while staying apart from one another. Either way, it's a most welcome addition, and one that will keep me coming back and partying like it's 1999 all over again, only this time I'm enjoying the party online with friends as opposed to at a sleepover.


While Super Mario Party is the most recent game to get a major update, Mario Kart Tour, meanwhile, is a game that is perpetually getting updates since it's a live-service game. I was pretty harsh on the game in my review around this mobile racer's original launch, but I have to admit that after returning behind the steering wheel with Mario Kart Tour, I discovered a game that was much improved and decidedly rather enjoyable now.

For one, the amount of characters and more importantly courses to Mario Kart Tour has increased considerably. For the former, characters are less of a challenge to acquire. Now, there's certainly still dreaded, scummy "gacha" elements present in the game, but there are both more opportunities to acquire the rubies needed to pull from the game's pipes, as well as more opportunities to earn characters without rubies as well. One of the best things implemented now in Mario Kart Tour is how the game awards you with pipe pulls from simply earning Grand Stars, won from performing well in offline races and completing challenges. There are four green pipes that give you one free pull apiece, which can sometimes reward you with a High-End pull if you're fortunate enough, but there's also a All-Clear Pipe now, which automatically rewards you with a High-End character, kart, or glider for completing a given cup. Since all cups last two weeks, that's a free High-End each week.

Furthermore, there is a Medal shop now, which doesn't require you to spend money at all to earn the wares inside. The shop is updated with each cup, presenting goods like characters, karts, gliders, tickets (which are used to enhance your characters, karts, and gliders), as well as rubies and coin bundles. These are purchased with medals collected in races, and how you earn medals changes with each cup. Sometimes they're lying on tracks like regular coins, while other times you earn them from hitting opponents with a specific item like a green shell or a banana, for instance.


The amount of tracks has increased immensely as well, offering the enjoyable city-themed tracks, such as the most recent Sydney Sprint, but there's also now wholly original tracks not based off of any real world city at all. While there's just been two of these thus far with Merry Mountain and Ninja Hideaway--the latter of which is one of the most impressive tracks in Mario Kart series history with all of the routes incorporated into it--they are a ton of fun to race on.

Finally, there's the addition of something that was greatly amiss at the launch of Tour: online multiplayer. This allows multiple players to join either matchmaking races or friend-based races, and compete against one another. Of course, this type of competition does not rival Mario Kart 8 Deluxe, as you might expect, but it's an entertaining enough distraction--well worth checking out at least once. 

I'm pleasantly surprised by the 180 I've had with Mario Kart Tour. It was a game I found detestable at launch and promptly deleted it off my phone (of course, that was partly due to the game always crashing on my old phone after a race or two), but now not only do I participate in every Grand Prix in every cup every two weeks, but now I even subscribe to the Gold Pass, that $5 susbcription each month. It's not because I feel I need to in order to have an advantage or to keep up with the whales (good luck with that, by the way), but it's more due to the fact that I'm actually loving Mario Kart Tour that much.

Moving on from parties and kart racing, we turn to our final Mario game that most certainly turned things around with its updates: Mario Tennis Aces. This game seems timely to talk about as the game I'm honestly most anticipating that has a firm release date this year is Mario Golf: Super Rush. That's another Camelot game, and no doubt as soon as Mario Tennis Aces finished development, Camelot went directly on to start work on the latest Mario Golf while a skeleton team worked on some much needed updates for Mario Tennis Aces. 

Aces was another game I didn't take too much of a shining to, as it was rather bare-bones and lacking in content. My review tagline pretty much said all you needed to know about my opinion of the game at the time. However, like Mario Kart Tour, I did a 180 with Aces, essentially moving to the other side of the court--to use a tennis analogy. Now don't get me wrong--I enjoyed the tennis gameplay for the most part of Aces, but characters weren't very balanced. The fighting game analogy for Mario Tennis Aces is really apt, as matches really are like battles where you duke it out on the court and try to outsmart and outplay your opponents. Heck, you can even break their rackets with well timed power shots, even K.O.ing them--immediately disqualifying them from the match!

Thankfully, Camelot worked extra hard to make Mario Tennis Aces a terrific tennis game instead of a middling one. It took some effort and some time, of course, but the addition of a new character each month for over a year, the inclusion of some fine-tuning to all characters so not one of them was broken (looking at you Waluigi, Boo, and especially YOU, Bowser Jr.), and the appearance of new modes like a Yoshi-based Ring Shot and even an addition to the Story Mode made all the difference. If I ever decide to go back to Mario Tennis Aces for an updated review, my tagline would have to be updated, too. No longer would it be "Game, Set, Suck", instead it'd most likely be "Game, Set, Wow!"

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Have you played any of the three games I mentioned in this article? If so, did you play them before or after their patches/updates? Do you still play any of these games? Let the SPC community know your thoughts in the comments section below!

Monday, November 19, 2018

Review Round-Up - October 2018

Mega Man 11 got... a good score... and Game of the Month accolades!
We're rather deep into the month to do one of these Review Round-Ups, but we're going to get it done anyway! October 2018 saw three new reviews posted on SuperPhillip Central, and Max: The Curse of Brotherhood led the way, drawing on the original Max and the Magic Marker for a higher budgeted and more improved experience. It earned a C+ score. Then, our Game of the Month saw the return of the Blue Bomber with Mega Man 11, powering up with a B+ score. Finally, we partied until the end of October with Super Mario Party, deservedly celebrating its B score.

Check out every review ever posted on SuperPhillip Central with the SPC Review Archive!

Max: The Curse of Brotherhood (NSW, PS4, XB1, PC, 360) - C+
Mega Man 11 (NSW, PS4, XB1, PC) - B+
Super Mario Party (NSW) - B

Sure, there were plenty of Halloween parties going on at the end of October,
 but at SuperPhillip Central there was no party like a Mario Party!

Sunday, October 21, 2018

Super Mario Party (NSW) Review

Next up on October's schedule of reviews is Super Mario Party. Ruin friendships on a brand-new system with the Mario Party series's debut on the Nintendo Switch. Here's SuperPhillip Central's review.

Party like it's 1999 all over again


...And that's sort of the premise behind Super Mario Party, the eleventh mainline installment in the nearly 20-year-old Mario Party series. Ditching the "everyone rides in the same vehicle" car mechanic from Mario Party 9 and seen again in Mario Party 10 that saw a tepid response from series fans, Super Mario Party brings back individual movement across nonlinear boards. The goal? Collecting more Power Stars than your opponents by the end of the final turn.

The Mario Party mode is the most traditional of modes within the series's debut on the Switch. You take turns rolling dice blocks (and this time around each character has their own specific dice block--in addition to the standard 1-6 roll available to choose from), and then explore the four boards of the game. While these boards are indeed smaller than in past Mario Party games, this means that there aren't many--or even any--turns where nothing really happens. In Super Mario Party, a host of things can occur--from players landing on event spaces that affect the board and/or players in a variety of ways, collecting Stars, buying items from Flutter, stealing coins or Stars via Lakitu, participating in special "Rumble" mini-games, or falling prey to one of Kamek's Bad Luck Spaces, something is always happening regardless of the turn number. The point here is that there are no "worthless" turns where everyone is just moving around the board with little interactivity going on.

The boards are smaller than what veterans may be accustomed to,
but they're absolutely dense with activities and happenings.

After each player has moved during their turn, a mini-game occurs--a staple of the Mario Party series. While developer ND Cube has failed at delivering the type of Mushroom Kingdom bash that could rival the prior developer of the series, the now-defunct Hudson, one aspect that stays strong and even outdoes the older Mario Party titles is the fantastic amount of mini-games available. Super Mario Party utilizes a single Joy-Con for all players, making it so those with just one set of Joy-Con controllers that came packaged with the Switch can enjoy the game with another player at the very least.

The mini-games in Super Mario Party use the Joy-Con controller in a myriad of ways. From moving the Joy-Con to fly safely through swarms of killer Fuzzy obstructions, to using the analog stick to dodge oncoming Chargin' Chucks in Gridiron Gauntlet, to holding the Joy-Con vertically to flip a cube of meat on a frying pan--feeling the rumble to determine when a given side is sufficiently seared, the mini-games are well done and all control great.

Somehow I'm thinking that our players aren't suited up safely enough for this mini-game...
But, Super Mario Party is more than just the standard Mario Party mode. Returning from Mario Party: Star Rush is what the game calls Partner Party, where two teams of two travel around the same four boards of the Mario Party mode, except these are built like grids. The goal of earning as many Stars as possible is the same, but this time around you have to land on the space where the Star-seller Toadette is in order to purchase a Star. As the turn amount left decreases, the amount of Stars you can buy at once from Toadette increases up to three Stars. This can make for some seriously hilarious come-from-behind victories.

Here's pie in your eye!
What also makes for some good comeback wins is the two bonus stars handed out at the completion of a game. These reward players with Stars for performing certain tasks within a given game, such as getting first place in mini-games the most, landing on the most red spaces, partnering up with the most allies, and so forth. A point of contention here is that the category of Stars rewarded is completely random, so you can't just shoot for a specific Star like the Mini-Game Star, as it might not be one of the two bonus Stars handed out. This can make for some aggravating losses where the player who was the most skilled and had the most Stars before the end isn't the winner due to two random Stars being given to second place, giving them the edge over the player who was winning the whole game. Others like myself will note that this is what Mario Party is all about as a series, so it's not too irritating. Perhaps only when trying to earn the game's five Gems, which unlocks the ending of Super Mario Party.

Partner Party most closely resembles Mario Party: Star Rush's board design.
Yes, the main objective of Super Mario Party is to earn five Gems from completing five specific modes within the game. This includes the already mentioned Mario Party and Partner Party modes, but it also includes Challenge Road, River Survival, and the Sound Stage modes. With Mario Party and Partner Party, you need to finish at least in third place on each of the modes' four boards. Again, these are just the same four boards across both modes, just reconfigured based on whether you're playing the more traditional Mario Party mode or the more free-roaming grid-based Partner Party mode.

Challenge Road serves as the main single-player mode within Super Mario Party. It opens up for play once you've unlocked all mini-games. Based on that prerequisite, you can probably guess what you do in Challenge Road, then. You compete against the AI in six different worlds, challenging them in all 80 mini-games, one-by-one. Many of the mini-games don't just require you to win them, but to reach a specific point amount or time within the games. If you fail a mini-game three times in a row, you get the option to bypass it. Otherwise, failure does not result in any penalty besides having to try the mini-game again. What I like about this mode is that you can get a refresher on the controls and instructions on the game prior to playing it.

Mini-games occur in free-for-all, 2 vs. 2, or like this mini-game, 1 vs. 3!
This is, in fact, something I really found useful in the main "Party" modes of Super Mario Party. You can practice as much as you want in the instructions screen of each mini-game. No more wasting time entering a loading screen just to practice a mini-game, when you can do so straight from the instructions menu. When every player is ready, they just hit one of the shoulder buttons to prepare for the game.

Meanwhile, River Survival is less about competing against other players and more about cooperating with them. Your goal is to paddle down a raging river with multiple paths, dodging obstacles while picking up timers and completing mini-games to add precious seconds to (hopefully) reach the goal. The different paths along the way offer different rafting challenges, and it's really to your benefit to try to paddle down them all. Teamwork is a major factor in this mode, as if all players are paddling madly at once, the raft all four players inhabit won't maneuver well--hitting any and every obstacle that wades in their way.

The unlikeliest of allies can work together for one common goal: reaching the end of this branching river!

Teamwork's also paramount to success in the various mini-games, initiated by ramming in to red balloons along the river's path. These are all co-operative mini-games, offering the team of river-riders more seconds depending on how fast they complete a mini-game or in other cases how many points they earn. One mini-game requires all players to communicate with one another to lift a fishing net at the same time, thus capturing as many Cheep-Cheep fish as possible. Another is a maze of blocks that requires players to collect gems and place them in the center of it. Some paths are closed off, making it so another player needs to stand on a switch to open it up for them.

Lastly, Sound Stage is an all-rhythm based collection of mini-games, where every mini-game has you swinging the Joy-Con in time with the music. There are visual indicators regardless, for those who lack rhythm (like some writer for SuperPhillip Central who will remain nameless). Sound Stage has three difficulties total, and while the mini-games are a blast to play, their presence is missed in the main Mario Party mode. As is, there are a lot of repeated mini-games in the Mario Party mode, and I can't help but think they'd be better served as additional free-for-all mini-games within other modes.

Speaking of repeated mini-games, there's the online component of Super Mario Party--which before your ask, no, there is no option to play full rounds of Mario Party or Partner Party online with friends. Instead, what's here is an Online Mario-thon which is a selection of 10 mini-games that are cycled through for players to engage in. Frankly, while I didn't mind this too much, an option for a traditional Mario Party experience online would have been greatly preferred and much appreciated. As is, I just spent $20 on a Nintendo Switch Online subscription, and the very first new Nintendo game with online has the bare minimum incorporated in to it. Not the most reassuring thing there.

Off the Chain gives the "1" in this "1 vs. 3" mini-game the fun of steamrolling their opponents.
Super Mario Party is a much welcome return to form for the franchise after some shaky attempts to mix things up. While I did actually enjoy what Island Tour and Star Rush had to offer gameplay-wise it's nice in a sense that I feel that I'm back "home" with regards to the Mario Party series. The new additions like the extra modes, the character-specific dice blocks that add a whole new level of strategy to the game (do I risk attempting to roll a 10 when at the same time rolling a 0 is a distinct possibility?), and the mini-games are truly a terrific showcase for the Switch's Joy-Con controller.

What isn't so great is the limited online options--especially after the arrival of having to pay just to play them--and the limited number of boards (and how small they are) compared to past games in the series might put some series veterans off.

Regardless, Super Mario Party is a bash that deserves to be celebrated. Mario Party is back, and Super Mario Party itself is one of the grandest shindigs Mario and the rest of the Mushroom Kingdom gang has ever held.

[SPC Says: B]