Sunday, August 11, 2024

Aero the Acro-Bat (Multi) Review

Technically a retro review is on the horizon for this Sunday evening, but at the same time, it's more of a modern release--or re-release in this context. Publisher Ratalaika Games brings back Aero the Acro-Bat with some new filters, bonus content, and quality of life features. It's all new to me, as I missed out on Aero back on the Super Nintendo and Sega Genesis in my younger superhero years. How is the game? How are the bonus features? Let's answer both of these questions with a good old fashioned SuperPhillip Central review!

A game that will drive most players batty

The 90s were a wild time where seemingly every developer and studio under the sun were chasing after that platformer and Mario money. Of course, we know quite well of Sonic the Hedgehog, to this day has achieved massive success, but there were plenty of lesser known copycats, imitations, and games inspired by Mario and Sonic that slipped through the cracks of gaming history and aren't as well known. Sunsoft's Aero the Acro-Bat is one such series that despite spawning several games within it, isn't the most heralded or talked about. 

Publisher Ratalaika Games brings back the bat to the circus spotlight with a remastered package of the game for Nintendo Switch, PlayStations 4 and 5, Xbox One, Xbox Series X|S, and PC with several quality of life improvements and other additions to make a case that a new generation needs to turn its attention to Aero and friends. The natural follow-up question, of course, is: Should you bother with this bat?

Aero the Acro-Bat consists of a handful of areas consisting of multiple acts. Each act provides players with a different task in order to open up the goal to complete them. Sometimes you'll need to pass through a set number of gold rings, another you'll need to turn on a series of light switches, or some are as basic in their premise as simply surviving. These various acts provide some nice and welcome variety to the game, making it less about running through a multi-tier area aimlessly as you search for the goal, and instead... well, unfortunately, more about running through a multi-tier area aimlessly as you search for things to open the goal.

Not quite a human cannonball, considering... well, this being a bat--but impressive all the same!

Disappointingly, Aero the Acro-Bat doesn't fare much better when actually playing the game. Aero himself has a main mode of attack where he dives upward or downward at a 45 degree angle. It serves as being beneficial for reaching otherwise out of the way platforms and areas. However, it's NOT so beneficial at attacking enemies with a 100% success rate as hit detection is absolutely miserable in this game. It seems like luck of the draw on whether you defeat an enemy or that Aero takes damage instead. This randomness in dealing damage made me avoid encounters with enemies as much as possible. That said, a lot of the time a foe is simply placed in front of your path as a roadblock with little means to go around.

The spotlight is on you, Aero, so show us your moves!

While Aero also has the ability to collect stars which can be converted into throwing stars (though not shuriken, as one might assume--LITERAL stars being thrown), these become something you are required to ration. Moreover, our bat hero can only throw them while jumping or standing still, so their utility isn't as pronounced as one might like.

Aero is also too fast in movement. While this normally wouldn't be an issue, the camera can hardly keep up with the protagonist--instead, preferring to be sluggish in speed. It made it so I had to saunter through levels at a slow enough pace, inching the camera along to reveal things off screen so I wouldn't rush into a baddie, or worse, those darned spikes!

The first world dazzles with lots of enjoyable circus-themed platforming gimmicks.

Spikes are plentiful in Aero the Acro-Bat, and they're usually hiding off screen where a leap too high or running too fast means you collide right into them. Apparently, Aero is made of the same stuff as Mega Man, as one touch of a spike is a life lost. While checkpoints are somewhat common in levels, these moments once again feel undeserved and most definitely unfair.

Then, you have the auto-scrolling levels that are somehow worse than Battletoads' infamous Turbo Tunnel level. The reason for this is that at the very least, said tunnel would telegraph what obstacles were headed your way, so you'd have at minimum a chance of evading them. Not so much in any of the auto-scrolling levels in Aero the Acro-Bat, whether that's the hellish roller coaster, riding the rotor where it's pretty much trial and error on succeeding, the barrel that Aero finds himself rolling down hills in, or the rapids where the camera does not cooperate at all.

But soon, levels like this rotor one quickly makes this game outwear its welcome.

Fortunately, a lot (note: but not all) of Aero the Acro-Bat's design problems are alleviated heavily by the included rewind function and save states. The former is utilized by holding the left bumper, though you can only rewind about 30 seconds in the past or so (the right bumper, conversely serves as a fast forward option). The latter option of save states is a blessing due to the fact that the original Aero the Acro-Bat game completely lacks any save options. To my knowledge, no password functionality served as an inclusion either. So, thankfully, you can answer the game's many cheap flaws and moments with some helpful rewinding. 

Despite the game itself being less than satisfactory, this remastered version of Aero the Acro-Bat has been lovingly made--no doubt. There are various filters, resolutions, and options to play around with to get the best graphical style that fits your preference. The package also arrives with a lovely art gallery, the original manual in digital form to browse through, and other cool and nifty additions. 

Struggling with a boss? Thankfully, save states and rewinds can alleviate the burden.

The base game itself is indeed a product of its time, complete with all of those nasty and decidedly unfair cheap moments, but you can also tell that there was passion poured into the project as well--from the gorgeous environments to the well animated characters, whether they be friendlies or enemies. The soundtrack is rather pleasant, serving as competent and serviceable background music--some of which I found myself bobbing my head along to, which is always a good sign of its quality for me.

That said, this remaster of Aero the Acro-Bat is somewhat of a case of polishing a turd, or I guess in this case "bat droppings", to put it in apropos terms related to our protagonist. The original game is just not very good, and no matter how much or how many quality of life improvements and extra bells and whistles were added, it was never going to be an excellent game and recommendation without going into the actual game and fixing its fundamental design issues. While there is a lot to dislike design-wise about the original Aero the Acro-Bat, it may be worth checking out if you have the curiosity, plenty of patience, don't mind relying on that rewind button, or would rather just get a taste of gaming history in a decidedly lovingly put-together package.

[SPC Says: C-]

A code was provided by Ratalaika Games for the purpose of this review.

Friday, August 9, 2024

Wave Race: Blue Storm (GC) Retro Review

A game perfect for summer, we turn our attention to racing along the waves, bouncing all over the place in the process as we make a splash with this next review--a retro review. It's Wave Race: Blue Storm, a game that no doubt impressed back in 2001 with its jaw-dropping water physics, and heck, in 2024 it STILL impresses! Here's the SuperPhillip Central review.

Let's take to the waves by storm; there are races to win!

The GameCube was still an era for Nintendo where it was competing in the raw power horserace with Sony, Sega, and then-new player to the industry Microsoft. The console launched in November 2001 with multiple games from the get-go that showed off just how impressive a beast the unassuming purple lunchbox of a console could be, whether that with lighting and interactivity in Luigi's Mansion, an amazing amount of geometry and polygons on screen at once in Star Wars: Rogue Leader: Rogue Squadron II, and yes, the water physics of Wave Race: Blue Storm. I jumped on the first two titles as a younger superhero and Nintendo fan, but Blue Storm was a title that I didn't visit until much later in my gaming career. Does it still make a splash in 2024, or did I wonder, "Water you thinking, Phil?" to playing this game nowadays?

Wave Race: Blue Storm puts players atop jet ski for a wet and wild ride through multiple majestic courses with the general rules of passing buoys on the appropriate side. Yellow buoys require you to pass them on the left, while red buoys need to get passed on the right. Failing to pass on the correct side not only lowers your speed back to its default lowest, but mess up five times and you're disqualified from the race. As you properly pass buoys and perhaps even perform stunts here and there to raise your speed, you eventually gain the ability to perform a turbo boost. This is might helpful on straightaways and especially shortcuts to gain a leg up on your opponents.

The Exhibition course Dolphin Park serves as pleasant starting point for perspective Wave Racers. 

There are eight environments total within Wave Race: Blue Storm, from the mountainside, serene waters of Aspen Lake to the rough and tough racing and being required to weave through tight turns and even narrower passageways in La Razza Canal. Blue Storm certainly runs the gamut from natural surroundings to more fantastical city-based circuits.

With water smooth as silk, Aspen Lake is a bit of a pleasure cruise for a jet ski.

One of the--decidedly many--interesting aspects of Wave Race: Blue Storm is that you can opt to choose which order you do races in within its Championship mode, the meat and potatoes of the Blue Storm package. You might ask yourself, "well, what is the point of that? Simply to save the easier races for last?" Yes and no. Each race takes place on a different day. Each day features different weather for each race. You might choose to take on the turbulent waters of Ocean City Harbor on a day where the weather is clearer than when it's stormy and the already choppy waters become even choppier and near uncontrollable. That said, in the case of Aspen Lake, calmer waters aren't always the best, as a low wave height reveals rocks and other obstacles that would one would need not be concerned with any other day. Conversely, having certain races take place in certain weather also opens up shortcuts that might not be otherwise accessible due to wave height.

Depending on the wave height, you can use the ramp to leap over this pirate ship on the Southern Island course.

Here, Wave Race: Blue Storm's most significant part to its gameplay shines through--the water physics. Picking up where the Nintendo 64 Wave Race left off and running with it--or, riding with it, I guess in this case--Blue Storm's water is just something of a mind-blower. Everything from how your jet ski is affected by other riders' wakes, to the environment, such as in the Arctic Bay course where a chunk of an iceberg crashes into the water, causing massive waves that undulate all nearby racers, it's something to marvel at. Just don't marvel for too long, as you're constantly needing to finetune your steering and acceleration on the fly to stay in control. You're on a perpetual tightrope between being in control and out of control because of the varying waves and your opponents, and this, as you an imagine, is immensely challenging. Considering this is 2001 tech, the game was an amazing showcase for the Nintendo GameCube's power and ability to render realistic waves.

Watch out, first place--you're cruising for a bruising!

Going back to the level of challenge, Wave Race: Blue Storm is NOT an easy game. While there are but three difficulties in the Championship mode, these demand mastery of your vehicle, rider, waves, and knowledge of the courses ahead. It's far too easy to make just ONE mistake that costs you the championship. Also consider that as each race passes, you must reach a specific point threshold or face elimination. This continuous, constant pressure to perform well as races go on doesn't help in a relaxing time on the water, for sure. 

Furthermore, the jet skis that you utilize are a touch twitchier than what was seen in Wave Race 64. They react to your analog stick movements much faster, which makes for a game where if you were a pro in the Nintendo 64 game, you have a lot of relearning to do to master Blue Storm. Holding the analog stick back while simultaneously holding left or right to provide tighter turn control isn't the most natural of actions to do, but it becomes more second nature as you progress with the game. You can also opt to hold L or R for leaning into even sharper turns. 

Take tight turns more sharply by holding the L or R buttons as you steer.
Just don't do like your friend here always does and overcompensate.

Herein lies the biggest issue with Wave Race: Blue Storm: it's far too easy to be overwhelmed by the difficult combination of learning and mastering the controls, how your jet ski handles on waves, and the each and every race. You have but one course accessible to you in the Exhibition Mode, and then you're let loose into the game proper. Basically it's Blue Storm's way of telling you to sink or swim without the safety of a life jacket. This previously touched on Exhibition Mode course, Dolphin Park, is as basic an oval as you can get, and hardly prepares you for the more taxing aquatic trials and tribulations ahead. Prepare to get knocked off of your jet ski plenty of times, whether by running into walls, other racers, failing to take jumps properly, etc., all the while cursing the wave racing gods in the process.

Outside of the major Championship mode that unlocks most content within the game, Blue Storm provides players with a plethora of options outside of pulling their hair out in the aforementioned mode. From Time Attack, where it's just you and the waves to ride on in time trial form, to Stunt Mode where pulling off tricks, whether in the air or on the waves themselves grant points in a goal to rack up the highest score possible, there is no shortage of stuff to do on the waters in this installment of Wave Race. There's even a much less stressful Free Roam mode, offering the ability for practice on any already unlocked course in any already unlocked weather condition. 

Outside of modes for a solo player, Wave Race: Blue Storm also presents multiplayer, allowing up to four players to take on each other and ride the waves together. The increase in player count also doesn't affect the frame-rate. It's as steady as ever with the max amount of players taking up real estate.

I've touched on this previously, but Wave Race: Blue Storm is an absolute tech showcase of the GameCube. The water physics, of course, are the star of the show, but even aspects like the gorgeous environments (though you might be too busy trying to stay on your jet ski to admire them), the more detailed racers on said jet skis and how you can see how emotive they get, to the details in said environments like coral and aquatic life like sea turtles moving through the waters below, do a lot to impress. The sound side of Blue Storm presents players with lots of radio chitter chatter from your crew chief, which at first is a cute addition, but after your second race coming in last place, the smart aleck commentary does little to do anything but annoy. What doesn't annoy, however, is the soundtrack, featuring lots of rock and techno to keep your pulse high if the races somehow don't already.

One moment you'll be all, "I LOVE this game!" Then, the next, "I HATE this piece of $@#^!"

Wave Race: Blue Storm is decidedly not a game for the weak spirited or those with a lack of patience. It WILL kick your butt across its choppy, unforgiving waters unless you master all aspects of its gameplay and controls. For many players, this was perhaps more effort than it was worth. Frustrations and aggravating moments do abound where you do well in multiple races and one mistake costs you from qualifying for podium placement altogether. It's hard not to get demotivated from that. Still, everything else from the magnificent and amazing water physics that again, you can't help but marvel at--especially for 2001 tech--and white-knuckle racing in gorgeous-to-this-day environments that vary by weather make for a racing game unlike any others. Is it better than Wave Race 64? No, especially not in an accessibility sense, but it doesn't stumble over the finish line either.

[SPC Says: B-]

Thursday, August 8, 2024

Marsupilami: Hoobadventure (Multi) Review

I'm not really covering this in a timely fashion with this review, but it's for a game that I enjoyed a fair bit so I wanted to write about it. It comes from a place of passion, which always makes for the most enjoyable-to-write reviews for me. Here are my thoughts on Marsupilami: Hoobadventure for the PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC.

Hooba did you expect--Donkey Kong?


Sometimes a game comes out of virtually nowhere to surprise and delight. Marsupilami: Hoobadventure is one such game. Originally released in 2021, the title has seen multiple discounts digitally--most recently for the absurdly low $2.99. No doubt as a platforming fan, I HAD to bite, even without knowing what the heck a Marsumpilami even was.

Turns out it's a Belgian comic book that originates back in the mid 20th century and has since gone on to become a multimedia empire of sorts, appearing in comics, television, and of course, video games--with one even dating back to the Sega Genesis. Now, publisher Microids and developer Ocellus Studio deliver a captivating and charming 2D platformer for all current platforms that had me enthralled from beginning to end.

Marsupilami: Hoobadventure is very much a Donkey Kong Country-inspired game. Everything down to the three playable characters' (who play alike and have no differences in play style) roll which grants midair jumping capabilities and birds that serve as barrels to blast the player out of, to bonus rooms hidden within the game where entering them has you completing a specific challenge, you can certainly tell the developer did their homework and perhaps cribbed a bit from Rare's Super Nintendo trilogy. That's not to say there aren't original ideas or that Marsupilami is an also-ran compared to Donkey Kong Country. Regardless, the comparisons are incredibly easy to make.

Palombia is under attack, so our Marsupilami heroes move out to save the day.

That said, our Marsupilamis' aforementioned roll feels like it has much less heft and weightiness than Donkey Kong and Diddy. Makes sense considered how tiny our friends are compared to the big brawling apes where weightiness would be expected. Charging through a series of enemies like a bowling ball through helpless pins feels fantastic and is fun to pull off. Alternately, it's also enjoyable to roll off a platform and then leap in midair to maintain momentum or make lots of horizontal progress in levels. Ground pounds abound in bashing boxes housing fruit--100 of which gains an extra life for the player--as well as smashing through breakable floors to discover hidden areas. Needless to say, our heroes are nimble and quick, and this lends well to the natural flow of platforming, whether that be rolling, bouncing off enemies to gain height, or leaping from wall to wall in a way that would make Mario jealous.

Bounce and bop off enemies to gain more height than usual.

Then, there's our main characters' most noticeable aspect, a helpful appendage in the form of a lasso-like tail that can lay into enemies like a fist, as well as latch onto objects like hooks to hang on, and grab onto birds (again serving as this game's barrel cannons of Donkey Kong Country fame). The game pretty much autotargets these hooks and birds, and sometimes you'll find yourself aiming for the wrong hook. Worse yet is when you just want to roll, but grab a hook instead. Both latching onto hooks and rolling are set to the same button, so this can become a common occurrence--or at least more common than I would have liked while playing.

Blue rings can hold a Marsupilami's weight perpetually, while red ones will break upon grabbing them almost instantly.

Marsupilami: Hoobadventure's campaign features around 30 levels across three main islands. These 30 levels also include the dojos, where your marsupial of choice is placed in a room with the goal of moving through every gold ring before time runs out. The levels themselves are wonderfully designed and constantly introduce new mechanics, enemies, and obstacles to look out for and to overcome. They're also packed with secrets of all types inside them. There is one bonus room (dojo) to discover in each level, and multiple rainbow feathers to collect which open up alternate levels in the game. Both are hidden in some truly clever locations, and if you're not observing your surroundings well, it's quite easy to miss them. 

From beaches to jungles, next to everything looks wow-worthy in Marsupilami: Hoobadventure.

Each island concludes with a chase level, with your marsupial of choice pursuing a bony boss who holds one of the three gemstone pieces required to complete the game. These levels demand rapid movements, quick reflexes, and a little patience as well so you don't get caught off screen. At the end of the chase, you get a satisfying opportunity to lay into the skeleton villain by mashing on a button a la Donkey Kong Country: Tropical Freeze. 

What are you laughing at, bone brain?

The base game levels aren't overly taxing to take on, and even if they were or are for some players, ample checkpoints, health pickups located in breakable boxes, and the utterly copious amount of extra lives players can easily earn throughout the adventure make for a potentially less frustrating experience. Though, for someone more well versed in platformers like myself (and I don't say that as a brag, whether obnoxious or not), the myriad extra lives that the game showers upon its players diminishes the sense of challenge.

While 30 levels was a paltry amount at release which definitely was a reason for the game getting raked through the coals by some, the developer opted to add free DLC featuring 10 all-new levels set on an entirely new island. This Jurassic-themed island known as The Hidden World is home to some more devious platforming challenges, and dare I say the best content within Hoobadventure itself. When the final level of the ten is beaten, you unlock much more difficult, lava-filled Cataclysm versions of all of levels on this island. Cataclysm levels will put your platforming skills to the ultimate test, necessitating chaining jumps, launching from bird to bird or hook to hook, and managing Marsupilami's health with the utmost of care and ability. These were exceptionally enjoyable to play through, much like the rest of the game itself.

The entrance into The Hidden World is quite amazing, as is the entire island itself.

Outside of beating the near 50 levels of platforming goodness (Cataclysm alterations included in this total, as they're different amalgamations of the originals), collecting all of the goodies to be found in each, and completing all of the dojos, there are also time trials to take on. These exemplify just how well the sense of flow in each level truly is, and perhaps in a way that you wouldn't notice when playing levels in a non-speed run form. Mastering chains of jumping, rolling, bouncing off enemies, latching on to hooks, and sometimes even damage boosting to speed past certain obstacles are all recommended to beat each target time. While there is usually lots of leeway in each level to get a gold medal, some are surprisingly dastardly in order to beat its target time. 

Unique foes and challenges await within The Hidden World.

Marsupilami: Hoobadventure delights outside of its gameplay with some vibrant and colorful visuals, offering gorgeous backgrounds, beautiful enemies, and nothing so busy that it distracts from said gameplay. Everything from the way characters animate to the attention to detail in the backgrounds makes for a wonderful visual treat for the eyes. It's also not a game that skimps on being a treat for the ears either, delivering lovely and nice vibes in the base game while packing a punch when needed. The Hidden World continued to make me marvel at it, with its one-two combo of awesome visuals and even more impressive music, such as the main theme heard in both its opening Jurassic Savannah and in a much more hectic yet triumphant Volcanic Panic finale. 

Even if I were to have picked up Marsupilami: Hoobadventure for full price, it would have definitely been worth it. With so many well designed levels, smooth as butter controls, and plenty of side content to sink one's teeth into like one of our heroes sampling a taste from one of their prized fruit, Marsupilami: Hoobadventure stands as a marvelous 2D platformer that more fans of the genre should check out indeed. Hooba!!!

[SPC Says: B+]

Monday, August 5, 2024

Mario vs. Donkey Kong (NSW) Review

Released early this year, Mario vs. Donkey Kong is a Nintendo Switch remake of the 2004 Game Boy Advance original. How does it compare to the 2004 classic? Better? Worse? Somewhere in between? Let's discover the answer with this SuperPhillip Central review!

A Toy Story

Feuds that stand the test of time: Pepsi and Coke, the New York Yankees and the Mets and yes, perhaps the greatest* of them all--Mario and Donkey Kong! (*Probably not.) Ever since the character known simply as Jumpman scaled ladder after ladder, hurdled over barrel after barrel, and rescued the damsel in distress from the angry ape himself, the rivalry persisted. Sure, it's simmered since 1981, with the pair cordially participating in everything from revving it up on the racetrack to teeing it up on the links, but now and again the rivalry bubbles to the surface between these two gaming icons. 

The original Mario vs. Donkey Kong debuted on the Game Boy Advance in 2004. Now, twenty years later we see a full-fledged remake on the Nintendo Switch, complete with new content, new worlds, and plenty of puzzle-platforming fun to be had. However, is this remake enough of an upgrade to justify a purchase, or is this a game you shouldn't toy around with playing?

Our story is simple. One day, while flipping through the channels on TV, a comfy, cozy, lounging Donkey Kong stumbles upon a commercial for the newest, hottest toy around--the Mini Mario! Filled with an immense desire to get one of these for himself, DK runs with great haste to his local toy store. However, sadness and disappointment fills his gorilla heart, as the toy is sold out everywhere! While most would shrug and move on--most aren't Donkey Kong! He barges into the Mario Toy Company's factory and nabs each and every Mini Mario in the production pipeline. Running off with a bag full of Mini Mario toys, Mario himself discovers the caper and chases after Donkey Kong. Thus, our game begins.

Mario vs. Donkey Kong plays similarly to the 1994 Donkey Kong game on the original Game Boy. The structure is slightly different, having Mario platform his way through two sections of level: one where he must locate and carry a key to its locked door (making sure to not leave a picked-up key sitting idle for too long, lest it respawns at its original location), and the other where he must retrieve a stolen Mini Mario. 

Different colored buttons and blocks, but Mario can manage!

Each of the game's eight worlds consists of six base levels, and after the first level of each world is completed, players can choose to take on the remaining five in any order (something new to this remake). After all six levels have been successfully completed, two more levels become available, one after the other. One is a Mini Mario level where Mario needs to guide pursuing Mini Mario toys to a toy chest in a Lemmings-style fashion, while the other is a showdown with Donkey Kong via boss battle. The latter pits Mario in an arena against his big ape rival with different methods and means to deal damage. Four hits, whether that's with picked up barrels, enemies, or even dropped fruit in the case of the second world's encounter, is all it takes to temporarily subdue the great gorilla.

"Come back here, you big-a monkey!"

Thankfully, Mario has a huge repertoire of moves at his disposal, and most, if not all of them, will come into play to assist him through all of these puzzles and platforming challenges awaiting him, DK battles included. From jumps and flips to reach higher platforms, to handstands that prevent the portly plumber from getting hit from falling debris from above, Mario's movements and maneuvers in general are easy to pull off and seldom frustrating.

Mario's not showing off here--he's doing a handstand to block these falling bricks!

As for the base levels, Mario vs. Donkey Kong consistently introduces new concepts and mechanics throughout its eight worlds and multiple levels, keeping the experience fresh. That's whether they be obstacles, hazards, or enemies. For instance, Mario Toy Company, the first world in the game, introduces obstacles like red, yellow, or blue buttons that turn on/off different platforms, ladders, and springs of the same color. Meanwhile, the next world, Donkey Kong Jungle presents players with vines and ropes that Mario must cling to all the while avoiding the fireballs spat out by Piranha Plants. 

It's a jungle out there, but Mario's prepared!

With this Nintendo Switch remake of Mario vs. Donkey Kong, two completely new worlds are included: Merry Mini-Land and Slippery Summit, serving as worlds four and six respectively. Merry Mini-Land features fans that can carry objects, enemies, and Mario across chasms to be helpful, or can block Mario's path to be more a hinderance. By hitting buttons to turn fans on and off, players can proceed through levels, making this theme park more manageable. Meanwhile, Slippery Summit features--as the name of the world suggests--slipping and sliding around courtesy of the world's ice physics. Sure, this makes for more difficult platforming, but also would make Scott Hamilton back in the day eat his heart out with the impressive kinds of jumps Mario can dole out on ice!

Merry Mini-Land is one of two new worlds debuting in the Nintendo Switch remake of Mario vs. Donkey Kong.

Mario vs. Donkey Kong on the Nintendo Switch is an easier experience than its Game Boy Advance original version for several reasons. For one, Mario doesn't lose a life upon falling from a steep drop. Second of all, the scoring system from the original GBA game is gone, too. Now, getting a Perfect in a level is as simple as collecting all three presents in a single run and beating said level. 

Furthermore, Nintendo has opted to give beginning players and less astute platforming fans an easier go of it with Casual Style. This makes it so players aren't rushed with a time limit, they begin with five hits before they perish as opposed to just the one in Classic, and even if they do lose all five bubbles, they return to one of the in-level checkpoints made possible in Casual Style, which Classic Style lacks altogether. This mode also makes it so certain enemy placements are altered or removed completely. It's a nice mode to make the game more accessible for younger and beginning platforming players, though more skilled players will find the base game already too easy to begin with.

A nice touch is how typical Mario enemies are crafted to look just like toys, such as these Thwomps.

Mario's adventure doesn't come to a premature end after the initial eight worlds are finished and DK has been beaten. No, Donkey Kong is not one to back down so easily. After all, the game is just a 2-3 hour jaunt that way. What follows are eight more worlds--specifically Plus Worlds--to take on. These aren't just the same experiences as the base game in more difficult forms. Instead, Mario is tasked with guiding one Mini Mario apiece safely to a door. If either Mario himself or the toy take damage within the level, it's mission failed. I found these levels to be a bit more frustrating, understandably, than the base game. I don't gel too well with escort missions in any game, really, due to the AI not always being the brightest, so having the latter half of Mario vs. Donkey Kong being chockful of these types of missions in level form wasn't the most appealing proposition to me. That said, with enough patience and perseverance (and let's not forget the most important aspect--lives), I got through it no worse for wear.

These Mini Mario levels near the end of each of the first eight worlds can be a tad tricky to figure out.

In addition to the Plus Worlds, Mario vs. Donkey Kong on Nintendo Switch features an all-new Time Attack mode, featuring the ability to take on levels as fast as the player possibly can, all the while attempting to clear target times. Unfortunately, this aspect of the game is merely for personal bragging rights as no online leaderboards are available nor do you unlock anything for beating each level's time. Not that one necessarily needs the carrot on the stick to motivate themselves to play more, but for me personally, I found there to be no real motivation to beat my best times in each level. It's nice to have the option, for sure, but the implementation feels half-hearted. 

One thing that does extend the otherwise rather short playtime of Mario vs. Donkey Kong is that of local co-op play. This changes up the dynamic of the game and its levels considerably. Two well-in-tune players can split up tasks amongst themselves to make for a more efficient run through each level. The big difference between solo play and co-op play is that both players need to retrieve a key and take it to the locked door. The door is essentially "double locked", requiring one floating silver key and the one traditional golden key that must be picked up and "delivered" to the door. I played co-op with my older brother, and this was a great deal of fun. It was so much so, that I really wish that there would have been online co-op available as well, which would have greatly increased my enjoyment and time with the game. Alas, could have, should have, Nintendo did not.

Carefully surveying a given level is seldom not the "key" to solving it.

I don't think Mario vs. Donkey Kong on the Game Boy Advance aged well graphically. To put it bluntly, it aged as well as Donkey Kong's banana hoard after he's left it rotting for two years. Ew. Even I'm grossed out by that mental picture. Regardless, the Nintendo Switch remake presents a more pleasant visual style, complete with crisp and clean polygon models, lovely and beautiful backdrops for each world and level, and lots of cute touches in animations--specifically with our two stars, Mario and Donkey Kong. The music is quite delightful, offering what I'd call a smooth jazz, easy listening soundtrack, almost Muzak in its implementation. It hits the right notes, most importantly.

Overall, Mario vs. Donkey Kong's remake on the Nintendo Switch delivers an engaging, albeit short-lived experience, full of puzzles and platforming peril to enjoy. Lackluster replay value keeps it from being a hearty recommendation, so it might be best to wait for a once-in-a-blue-moon sale for the game to go on discount before investing in this rivalry's return. Still, you could do far worse than toying around with Mario vs. Donkey Kong. The issue here is that you could also do much better, too.

[SPC Says: C+] 

Wednesday, July 17, 2024

Super Mario Bros. Wonder (NSW) Review

A Super Mario Bros. Wonder review on SuperPhillip Central more than a half year after the fact? ...For what reason? It certainly isn't to be timely, that's for sure. Sometimes, though, I just want to write about something that excites me, and Super Mario Bros. Wonder definitely is such a game to do that. It did it for me back when I originally played it at launch, and it does to this day. Here's my review.

A Sense of Wonder


For over a decade, the 2D Mario series has felt rather complacent, sterile, and lackluster with repeated trips to take water from the New Super Mario Bros. well. Perhaps Nintendo discovered there was nothing more to take from the well (and fans might argue that happened several entries ago), as now 2D Mario has been taken back to the drawing board. What has returned in the New Super Mario Bros. series' place is one of the most imaginative, well designed, and creative entries the 2D Mario platforming series has seen in, well, decades, with the--wait for it--wonderful Super Mario Bros. Wonder. Like The Legend of Zelda: Breath of the Wild before it, Super Mario Bros. Wonder takes conventions of its past games while turning them upside down on their head to make for a touch of unpredictability, imagination, and evolution not seen in the line of games for a looooong time.

Every adventure starts somewhere, and this one starts with Mario and company (including playable Luigi, Peach, Daisy [!!!], Toads, Yoshis, and Nabbit) being welcomed to the Flower Kingdom, a neighboring land adjacent to the Mushroom Kingdom. There, Prince Florian and his followers greet Mario and friends to their side of the world. Unfortunately, the welcoming party quickly turns sour when Bowser enters the fray, stealing the Wonder Flower that Prince Florian was to present to Mario and his friends. This merges Bowser with the Flower Kingdom's royal castle, transforming Bowser into a flying fortress, locking the Flower Kingdom's denizens in their homes. It's now up to Mario and friends (alongside Prince Florian in a non-playable capacity) to help liberate the Flower Kingdom from Bowser's shenanigans.

Bowser and causing chaos--name a more consistent Mario series pair.

The journey to battle Bowser begins within Pipe-Rock Plateau, where players are presented with pretty breezy platforming challenges to ease them into the action. Levels begin in a linear order, however, quickly into the world players discover one of the first new additions to make Super Mario Bros. Wonder more interesting. 

There are certain parts of each world map that are open, available to traverse at the player's leisure. Here, players can select which levels they'd like to tackle, or if one is generally deemed too challenging (all levels are ranked in difficulty by the number of stars they possess--one for easy, five for most difficult), they can skip it altogether. The main roadblock to progressing is having a required amount of Wonder Seeds, collected from levels in various ways. These Wonder Seeds serve as essentially the keys to unlock the way to progress in each world. 

Choose your level in these more exploratory sections of world map!

In standard levels, there are up to three Wonder Seeds. Most levels just have two, while ones with secret exits can have three. One Wonder Seed is available after finding and engaging with a Wonder Flower. These flowers are generally hidden in each level, though some are right out in the open. When players walk into them, these Wonder Flowers create all kinds of psychedelic and wacky effects to the world around them. Some cause pipes to start crawling along the ground, some inflate your character like a balloon as you guide them through the sky, some slow down or speed up enemies and obstacles in levels, while one early example summons a chorus of singing Piranha Plants who perform from in and out of their pipes. 

One of the earliest Wonder effects turn normal warp pipes into warp pipes that do the worm!

Wonder Flower aren't random in the sense that a given level will always have the same effect, but it's always a surprise on a first playthrough to stumble upon one and not know what you're going to get and what the game has in store for you. Many of the effects brought a great amount of delight and giddiness to me, never knowing what to expect and constantly being amazed at what I was witnessing. Sure, the effects aren't anywhere close to surprising on a second playthrough, but they seldom grow tiring still.

There are eight main "worlds" in Super Mario Bros. Wonder (seven story-related worlds, including one which serves as a hub world of sorts with its own series of levels, and one "special" world), and these tend to break away from the New Super Mario Bros. template rather well, as opposed to being traditional "grass world", "snow world", and "desert world" theming. Yes, while there are indeed grass worlds, snow worlds, and desert worlds Mario and friends embark in, these sort of flip the script and feel more than mere simple templates. 

This new species of Mario enemy kicks back whatever you throw at them.

Levels, as expected from the Mario series, constantly bring fresh platforming mechanics, enemy types, and obstacles into the fold, and that's not even including all of the previously mentioned Wonder Flower effects. The point here is that you're seldom, if ever, left wanting for new ideas or find yourself bored with what's being presented. From levels with completely new enemies like hippo-like, rolling, bouncing Hoppos, or Hoppycats, spiked foes that jump when players jump, to unique obstacles and theming, Super Mario Bros. Wonder certainly promotes freshness and newness in almost every facet of its package. Perhaps the irony here is that there feels a heck of a lot more "new" in Super Mario Bros. Wonder than there was in the entire New Super Mario Bros. series.

Fire Mario and Piranha Plants--a rivalry as old as time itself.

Speaking of, the Mario series is known for unique power-ups, and Super Mario Bros. Wonder brings some new ones into the fray. Apart from the Super Mushroom, Super Star, and Fire Flower, every other power-up in Wonder is brand-new. For instance, the Elephant Fruit turns players into a bipedal rotund elephant, able to use their trunk to swipe away enemies, smash otherwise indestructible blocks, and even carry water in it to splash dried flowers and other objects. Then, there's Bubble Flower, giving Mario and friends the ability to trap foes into tossed out bubbles, capture faraway items and coins, and even use them as a quick means to bounce off of them to reach new heights. Finally, there's the Drill Mushroom, which grants Mario and crew digging and drilling capabilities. Solid floors and ceilings can be drilled into, discovering new areas, and causing pain to unsuspecting enemies. Each of the new power-ups have their fantastic uses, and while Elephant Mario is no doubt my favorite of the bunch and the one I showed a preference to, I loved shooting bubbles and digging through floors all the same.

What do you get when you cross an Elephant Toad with a Pokey? Elephino! ...What.

Other than power-ups, there is another major component in mechanic form that is of Badges. These are items that can be equipped to give players a certain benefit in levels (or in some cases, a disadvantage). Only one Badge can be equipped at a given time, and their effects range from granting players a Super Mario Bros. 2-style crouching high jump, to virtually turning Mario into Spider-Plumber, giving him the ability to launch out vines from his hand to attach to just out-of-reach walls. There's a Badge that gives players a parachute to glide more safely downwards and across large distances, a Badge which causes players to perpetually dash, and one that even turns the entire cast invisible! Your mileage may vary on its usefulness, though!

Before most Badges are given to Mario and friends, players must complete a tutorial/trial level featuring the Badge as a means to practice and get acquainted with it. These short stages are terrific test grounds to learn and utilize each Badge's abilities, and the goal of collect all three purple 10-Flower Coins in each training level (these NSMB Star Coin-like collectibles are also in each standard SMB Wonder level), ensures you're getting the most out of each Badge. 

Adding to the newness of Super Mario Bros. Wonder, the standard local multiplayer is here and accounted for--though this time around players can't directly interact with one another--but also there's online multiplayer, too. This allows you to create friend lobbies or more excitingly, enables you to play levels while seeing the live transparent characters of other players. It's a more community-driven experience, as if you jump into a pit or take damage as Small Mario, for example, you'll briefly turn into a ghost that frantically swim through the air, either becoming revived by another player or by reaching a standee placed by another player. This online aspect is almost a must for the Search Party levels, where you have to track down five Wonder Tokens deviously hidden within these special-themed scavenger hunt-style levels.

That Red Koopa Troopa looks like they're about to get their just deserts.

While there is indeed a lot of good and greatness in Super Mario Bros. Wonder, there are some aspects that could be improved. Continuing with a lot of the Super Mario series' history with difficulty, the main game isn't too daunting or challenging. It's not until the special world levels that things get truly tricky--including one of the most arduous platforming endurance runs in Mario series history! Furthermore, the boss battles apart from the game's final encounter, range from Bowser Jr. to... well, Bowser Jr. You fight him no less than four times in the entire adventure with no other boss in sight save for the big bad Bowser himself. 

The presentation of Super Mario Bros. Wonder goes above and beyond as well. No doubt listening to the feedback of New Super Mario Bros. being a bit sterile and bland in its visuals, Wonder goes the complete opposite direction. Perhaps the greatest standout and star of the presentation show here is that of the animations. Everything from the way Mario and Luigi will run into pipes and reach out for their missing hats, to the way characters display excitement upon bouncing off blocks and enemies, or even the way enemies express fear with eyes widening as Elephant Mario comes rampaging towards them--it all kicks up the presentation to new, seldom explored levels in 2D Mario history. Whether they're big touches or small, everything goes a long way to making this Flower Kingdom expedition more animated and exhilarating than ever before.

New and old haunts arrive in Super Mario Bros. Wonder by the truckload. You never know what to expect.

The soundtrack, while not the most memorable or catchiest in Mario series history, does hit some high notes here and there. The main overworld theme, used in promotional trailers and serving as level one's song, is one of my favorites, but even castle and airship themes (though the latter is a remix of Super Mario Maker 2's SMB1 airship theme) do wonderfully and set the tone for adventure well!

At the end of the day, Super Mario Bros. Wonder is indeed "another 2D Mario game", but it's definitely and decidedly more than just that. It's been injected and reinvigorated with so much freshness, inventiveness, and personality that it takes an established formula of more than 35 years and retools it to make it still feel (and actually be) creative and new. I marvel at how Nintendo can keep Mario as relevant today as he and the series proper were back in 1985, and with continued innovation, lack of playing it safe, and brilliantly conceived and executed ideas as seen in Super Mario Bros. Wonder, I can imagine Mario staying relevant for another 35 years at this rate.

[SPC Says: A]