November 23, 2014
[Comic] Mario’s Picross (German Club Nintendo)

Inspired by the recent release of Picross e5 to the 3DS eShop, I wanted to translate this Mario’s Picross-themed comic from the official German Nintendo Magazine, Club Nintendo. I say Picross-themed, but it just borrows the vague setting of the game without any reference to picrossing.

So Mario’s taking a turn as a pop archeologist: robbing tombs, desecrating important cultural sites, offending the locals. As someone in the comic points out, he fancies himself the Indiana Jones type but he’s really just in it for personal gain. It’s kinda reprehensible but I’m pleased to once again see Mario not as the good guy.

Anyway this comic happens to be the next on Opentrain’s speculative list, if their past releases are any indication. But they’re doing Spanish and French comics now so I felt able to take this. Besides, it’s actually the last regular non-reprint non-special non-N-gang Club Nintendo comic to come to the English language. Woohoo! That actually is quite a milestone, despite my qualifications. For more information, please see my helpful resource, the Club Nintendo comics database.

Of course, there’s still more to be done. A scant few special editions, a few comics to redo with better cleaning and translation, and N-gang if I ever get around to it, but having most of the run available for English readers is something to celebrate.

Oh and by the way, I realised my Dropbox links may not have been working in the past. This one’s actually in my public folder so should be downloadable, and I’ll update any older links for other comics. Thanks for reading, and I’ll see you soon with more comics!

Web gallery version

Download version

October 21, 2014
[Comic] Super Mario in: The Night of Horror (German Club Nintendo)

After a bit of an absence from comics, I’ve translated this one because it’s nearly Halloween and it was the magazine’s Halloween special. It ran in two parts, in the nominal Halloween issue (September/October) in 1996 and 1997. Both parts are here for your convenience.

This comic seems like the turning point for the magazine, where things start getting really crazy. It introduces a few running jokes that are used in subsequent comics, including the made-up greeting “Holerö” which gained enough prominence to be a central plot point in a later issue. Now I post these out of order so it may not be obvious, but I invite you to check out my handy spreadsheet to see where each comic fits in.

The idea of this comic is that a bunch of Nintendo characters live together in a Brooklyn apartment building (although we only see 7 of them in the comic). Their night is ruined when Wario conspires with a demon to infest the place with monsters straight out of horror movies (see if you can spot all the references). Mario, Link, and Kirby team up with the aid of Van Helsing’s vampire hunting gear, and later the Necronomicon itself to fight them off. It’s spoooooky! Well, it’s whacky and weird, which is exactly what we love about Club Nintendo’s comics.

I hope it gets you in the mood for Halloween or whatever, and please spread it around. Like a vampire!

Web gallery version

Download version (.cbz format)

June 30, 2014

Apparently nobody’s uploaded good colourised versions of the Nintendo cameos in F-1 Race for the Game Boy when played in a Game Boy Color, or pics of each frame in the sprites’ animations. So I slogged through it to screencap all that nonsense! All your favourites, from top to bottom: Toad, Luigi, Peach, Link, Mario, Samus, Pit, Cranky Kong, and Bowser. Feel free to put these on your wikis and what have you.

April 2, 2014
[Review] Mario & Luigi: Partners in Time (DS)

As part of readying myself for Dream Team, I had to finish the first three games, and this was the last one I needed. It may just be the latest-played-game effect that I’ve experienced before, but I felt like this was the best of the three. This contradicts opinions I’ve read that place it below the other two. Just taste, I guess. Since the gameplay is very similar to the other two, I’ll mostly just try to compare them.

The first thing that grabbed me coming straight off Superstar Saga is the increased graphical and sound fidelity on the DS system. The effects look better, the resolution is higher, it sounds better. The second screen is also used very helpfully, with maps of the area you’re in most of the time. It’s got that functionality from having the screen, whereas Bowser’s Inside Story only sometimes had a map, and sometimes Bowser or the Bros, depending on what was happening. It was inconsistent.

That principle follows through into other game aspects. BIS uses both screens, and the microphone, and touch controls. It’s cool to use the hardware but got gimmicky at times. PIT is more pure, like SS, but more advanced technically. I appreciate that. The “minigame” segments were also more organic, and less forced (and less often, I think).

The item systems are cool in this game. We still have eqipment badges rather than the activated badges of BIS that I didn’t use much. Special attacks are also activated by items rather than a character’s points stat, which is cool because you can stock up then feel better about using them more often, and you also get more different rewards on the map more often, which feels good.

The big feature of this game is the 2x2 gameplay, with the Bros. teaming up with their baby counterparts. I thought this was a very fun dynamic, and totally cute too! Instead of cycling through many abilities, they’re activated by different interaction between babies and adults, together or separate. Unlike the alternative of Bowser in the third, these characters are together and working together most of the time. The teaming-up mechanic weaves through both overworld and battles, and even to item management, not to mention the cutscenes. It’s a strong system, and getting more level-ups is always cool.

The presence of babies is due to the time-travelling plot. I liked being in the Mushroom Kingdom this time, and interacting with its residents under attack by a conquering alien race. Rather than the open world of the first or third games, this one is based around a hub in the present with portals leading to isolated locations in the past. It allows for a bit more variety to locales than in SS, and the stage-based structure has its pros and cons, but they do feel cut off. I did approve of having a Yoshi’s Island location, though.

The time travel was used a few times in cool ways, most often in interactions between younger and older versions of characters. Unfortunately there was no sense of consequences to locations, since you were stuck in the castle in the present, and the implications of an attack in the past to the present was not really explored.

The plot had a few little twists to it, which kept it interesting, as well as good use of recurring characters (I especially loved Stuffwell, Baby Bowser and Kamek, and the Toadsworths). However, the Shroobs made for less interesting antagonists. Despite their eeriness and apparent power, they didn’t really communicate with you so you didn’t have an equivalent to Fawful with his amusing writing. There was a stronger through-line than SS and even BIS, though, the plot being more focused.

So this game was a good sequel to SS, expanding on it and polishing its mechanics. The complexity of the 2x2 team was a good kind of complexity, and the babies were just great characters with a lot of potential and fun interactions with their older selves. It also is more focused than the other two I feel, especially the gameplay systems which got a bit out of hand in BIS. I was surprised that I seem to hold this one in the highest esteem of the three, judging from other reactions I’d read. But now it just leaves me to find out how Dream Team will stack up. Now that I’ve written this, I think I may be ready to play it now. Back to adventure!

March 27, 2014
[Review] Super Mario Bros. Deluxe (GBC)

I’ll keep this short. This is a great remake, but the game is fundamentally broken and unfun.

To elaborate, I was excited to get this game in the recent free promotion on 3DS, because I like free things. I was very appreciative of all its wacky features, like Game Boy Printer integration and the calendar, not to mention including (most of) the Lost Levels, the Boo race mode, the extra collectibles, the additional frames of animation, the added world map (even if it’s purely cosmetic). All good stuff, which makes it a great example of how to do a remake or rerelease right.

The two big drawbacks are using the same graphics, unlike the Mario Advance games and All-Stars, and the smaller screen size but same size sprites, which makes the whole thing much harder. Upcoming pits and enemies basically take you by surprise, putting the game at an even harder state than its wonky physics and slipshod controls already condemn it to. I don’t think SMB is a good game, because I grew up with World, not to mention Donkey Kong Country 2 and Yoshi’s Island.

But, I felt like I should play through it so as a Nintendo fan, I could say I did. Afterwards I also got the requisite point score to unlock the Lost Levels, through copious use of the VC restore point function, but I didn’t play that there because 1) It’s just annoyingly hard, and 2) It’s by far the inferior version, without even the NES version’s graphical update, still the smaller screen, and missing I think it’s 6 whole worlds?

Still, the fact that it’s there is cool, and it makes me long for more remakes of this type, with a ton of cool stuff added on. The Advance games are little better than the All-Stars versions or originals, and you still have the screen size tradeoff to contend with. There’s just a lot of character too in those menus, with Peach sitting around with her Toads and stuff happening, a fortune telling minigame with very limited purpose. It reminds me of the Game Boy Camera software with all its crazy little touches that tell you that they had fun making it. Anyway it’s a cool little oddity, but I’m glad I never have to play SMB again (unless I decide to give All-Stars a proper shot at some point).

March 21, 2014
[Review] Metroid Prime Pinball & Mario Pinball Land (DS/GBA)

I’m always thrilled to spot a Nintendo game for cheap at the shops. Metroid Prime Pinball was a real breath of fresh air, bringing back the Prime sensibilities in some small way to clear away the feeling I got from Other M. But that wasn’t why I bought it, just a nice side effect.

The game I probably played the most in my childhood was, oddly enough, Pokemon Pinball for the GBC. Pinball resonates with me even if I rarely ever had the chance with an actual table. It had been a while and I’m actually close to beating every Metroid game, since there aren’t too many. I’m glad I picked it up, even if it’s really short. So short in fact that hungry for more pinball content I emulated Mario Pinball Land, the previous pinball game Fuse had done for Nintendo, not willing to wait for the VC release.

The two games are surprisingly different. Mario is more like an adventury Mario game, while Metroid hews a bit closer to the aesthetic of a physical pinball table. In Mario, you go through single GBA screens in an interconnected area, accomplishing a simple task on each screen to get a star, while also collecting powerups and coins. It’s a very different take on a pinball game, with secret entrances to new screens, roaming enemies and boss fights, and a persistent story, of a kind. You can even continue progress in the adventure if you lose all your balls, the focus is less on the score attack. It’s like if Super Mario 64 was pinball-based.

Metroid, on the other hand, also has a story but plays out more like a pinball machine. There’s different boards but each one covers just the DS’s two screens. You are trying to re-enact the story of Metroid Prime mostly, completing a series of pinball table-like tasks to advance to a new area. It has bosses and enemies too, but a bit more modular. I love the liberties it takes though, doing things a real pinball table would never be able to do, like when Samus suddenly stands up and starts shooting bugs that are coming her way.

Metroid is really great, a well-tuned pinball experience with a goal and an adventure along the way. Mario is a bit less focused, with a sprawling world unlike a traditional pinball experience, with many secrets and actually a lot of accuracy required, not to mention trial and error and persistence. Yeah it’s hard but in a less fun way than Metroid. I preferred the DS offering, it seems a better crafted game, not to mention the subject matter. That’s not to say that Mario didn’t try interesting things with the pinball formula and gave a unique experience. It’s too bad Fuse has parted ways with Nintendo for now, maybe Jupiter (the developer of the three Pokemon pinball games) can take some time off Picross, and take another franchise to the table. Kirby’s had his shot… Donkey Kong Pinball, anyone?

March 19, 2014
[Review] Super Mario Sunshine (GCN)

Hrm. Well, I played it. I’m going to have to be a Negative Nancy again.

I like Super Mario World. I just want to get that out there, although I admit it’s probably mostly nostalgia. But it seems every Mario platformer I play leaves me stone cold. (Yoshi’s Island is not a Mario game. It’s a Yoshi game. A spin-off with distinct art style and mechanics. Ahem) The Galaxies were fun but didn’t have lasting appeal for me and in retrospect seemed flawed. Mario 64 is of course a glorified tech demo™. The 2D platformers are uniformly lacking in imagination, from the NES ones to the “New” ones. (I know everyone likes to suck up to Mario 24/7, so please read “solely in the opinion of a jaded gamer” after my every declaration. Thank you, Mario fans.)

I thought Sunshine would be the one to turn it around. Everything I’ve heard is that it’s the black sheep of the family, it’s divisive, it stands out too much. This seemed like a good idea to me. People have praised the world and atmosphere, qualities I value. I also like the extra interaction with the environment that FLUDD, the new core mechanic, affords.

Unfortunately I have to say that in terms of structure and design it’s way too similar to the ironclad blueprint that SM64 apparently laid down. I was expecting a world, but each level is segregated by magic portals. Why make the theme so homogenous when everything is so cut off? I expected a bit of plot focus, but there’s pretty much three cutscenes with atrocious voice acting (Bowser sounds like a Muppet). Peach was standing around talking to me for the first ten minutes: what a boon! But no, she got kidnapped again. Sigh.

I just couldn’t see past the obvious similarities, the mission structure. Sure, there’s lots of NPCs but they don’t really have anything to say and actually talking to them is stupidly awkward (too many functions mapped to the same buttons, and it’s very finicky for certain things like talking). I guess you could say I had expectations, but it fell short on all of them. However, at least it tried these things like plot and making a world, unlike other Mario games. The execution was just poor, and everything else is just the same as always.

So these elements that make it stand out to some degree were so flawed as to become drawbacks: the plot is dumb and the voices ear-bleeding. The world doesn’t have the variety that Galaxy or even 64 manages to achieve. It also has so many other missteps that I began to see why it was so widely disliked. The camera’s bad, many mechanics are poorly introduced and barely used, like Yoshi and fruits, and the different FLUDD nozzles. Swimming sucks. The enemies are both ugly and not effectively used. They removed the long jump, while making the slide slow you down more often than speed you up (due to collisions), and the camera focus button makes you ground pound in the air, which I inadvertently activated too often. The levels are too small and repetitive with many missions in the same area, doing similar things.

One of the few good points that stuck with me while playing was the dynamic that having FLUDD around enabled. Traversal was fun, using the hover nozzle to get some hang time or maneuever. Sideflipping then hovering was extensively used in my playthrough and felt good. It’s too bad the other nozzles were so bad and replaced the good one. And then many of the secret stages take away FLUDD altogether, negating the advantage this game has and replacing it with basic wonky platforming in very unforgiving stages. They also negated the ambition of world-building. You can’t have it both ways.

It seems the game has a lot of ideas jammed into it, but very few of them are followed through on and they just aren’t done well. Some do work, like having Bowser Jr. recur as Shadow Mario or having you clean up an area (I found pleasure in that, although I found aiming the normal nozzle awkward).

I dunno, my expectations were too high here and although Sunshine tried a few nice things, like a greater character focus and a consistent setting, those baby steps didn’t make it to the level that other 3D platformers already had such as Banjo-Kazooie, while the flaws make it not reach the gameplay level of other 3D Mario games. So it’s stuck between the two extremes, not quite as good as either. And subjectively, I simply didn’t have fun with it overall, and that’s the most damning thing. I’m proud to be a Mario hater (trololol) and this didn’t turn me around, but if you like Mario I don’t know if you would like this (assuming you haven’t played it and made up your mind already). It’s probably worth a go, especially for the bargain basement price I found it at.

Halfway through this review I found that my favourite Australian Nintendo site, Vooks.net, had done a podcast critique of Sunshine. I’m only halfway through it, but I agree with what they say so far. Check it out too, why not?

March 17, 2014
[Review] Mario & Luigi: Superstar Saga (GBA)

Recently I was gifted a copy of Dream Team (Bros), the 4th Mario & Luigi game. Having already played the third, Bowser’s Inside Story, I decided I should go back and catch up on the others before playing the latest, which apparently references the previous installments. I think I made the right choice in playing the older ones before the newest one, because I’ve done both 1 and 2 now and they seem to be improving with each one (in my opinion, common consensus seems to be first is best).

But let’s not get too ahead of ourselves. The series has carved out a niche very distinctly from Paper Mario, which has quite gone off the rails in its last couple of entries. And unlike the latter, it seems to retain a core through each one, not changing too much at once. This may seem a classic Nintendo recipe for stagnation, but I say there'senough each time to keep it relatively fresh, and refinement of a formula can be rewarding—evolution as opposed to Paper Mario’s contentious revolution.

Er, more getting ahead. I can’t help but make these broader comparisons though, going from the third back. And I can’t help but feel hard done by on the still clunky design aspects of the first installment. For example, there are a ton of different modes and configurations for actions in the overworld. You get jumps, combo jumps, front and back hammer options, hand powers, and they all change depending on which Bro is in the lead. The difficulty curve is also a little wonky in places. We also have a lot of mandatory minigames that aren’t much fun, but at least break up the grind a bit.

These gripes are pretty minor though. As I said, the core is there and it is strong. The mix of isometric 3D puzzle platforming and RPG gameplay is a winning formula. Making it feel like Mario with these unfamiliar elements is an accomplishment. In fact these RPGs are my favourite Mario games, filling out this colourful world with imaginative settings and fun writing and characters. That skillful execution of these aspects is a big part of their appeal, and fortunately pretty much all the RPGs have it, despite some design shortcomings at times.

The Beanbean kingdom is an odd choice for location, taking us out of the Mushroom Kingdom. Ultimately it’s a great idea, fleshing out this world and playing with bean-related variants on familiar drones and such, as well as bringing in an interesting political dynamic at times. The antagonists and secondary characters are memorable, with recurring rogue agent Popple amusing and Fawful especially stealing any scene he shows up in, leading to his prominence in the third game. Cackletta is not as great as Fawful unfortunately but she gets the job done. Prince Peasley is fun too.

What really sells the game though is the Bros. dynamic, with Mario and Luigi playing off each other both in battles and the adorable cutscenes (not as adorable as the second game’s babies, though). Pulling off special moves is satisfying, but hard to do (so I didn’t use them often at all, except boss fights…). Their animation is wonderful, very fluid and expressive with plenty of cartooniness.

Anyways with this game apparently coming soon to Wii U Virtual COnsole of all things, it’s worth checking out for sure. But I do feel that the sequels build on the formula, as well as streamlining certain things to improve the experience. Now that I think of it though, this one probably edges out the others in its cast of characters and its immersive interconnected world (the second’s world is quite segregated and the third’s is too complicated). So I’d dispute the general feel that the first is best, but it does have its strengths and is in itself a great game. So if you just write it off, I will have fury! (it’s something Fawful says guys)

January 26, 2014
Super Princess Peach (DS)

I bought this one for the wife, because she wanted to try a platformer that was maybe a little easier/more lenient, with a female protagonist. Turns out she still didn’t really like it, she’s just not suited to the genre. Actually getting it was an ordeal, the first copy we picked up was a cheap fake that didn’t work. The manual was a poorly-produced piece of work that seemed to reproduce a review of the game, and the card was misshapen. We had to drive back down just to return it.

I was very interested in the game, for one of the reasons I find Paper Mario fascinating—it’s a collecting point for some of the obscure Mario series elements that the bland main series ignores, especially enemies from Yoshi’s Island (my favourite Mario game by far). Its existence adds a lot to the Mario universe, not least of which is Peach’s capabilities. Exhibited here are mainly her umbrella combat skills (shown in SMRPG and Smash) and emotional control (she can turn them on and off at will). Plus Toad (yes, The Toad…probably) is playable in minigames and that guy needs some spotlight.

Anyways it’s done by TOSE, who are a little hit and miss but this one seems to follow in some ways their Starfy series I think, which is supposed to be good (from what I’ve heard). There’s a big bunch of unlockables and collectibles which I love. Although I still had lots of game to go by the time I bought everything in the shop, and accumulated way too many coins.

So this is like an action platformer, with levels that tend to branch occasionally. I found this frustrating as I wasn’t sure which way was the right way, got a little lost and often missed sections. You have a generous health bar, and an MP gauge that drains (quickly) with your emotion powers. These can be extended, and refilled easily enough. Said powers are used to pass obstacles and find hidden areas and stuff.

It is a fairly easy game (for me) but the controls do have some complexity, and as I said the levels can be confounding. Some of those “change the mechanics up with a vehicle” sections are tedious, too. All up though I had a great time here, running around, hitting Goombas with an umbrella, upgrading my powers, clearing out levels. The boss fights are good and the mishmash of different Mario games (mostly World and Yoshi’s Island, I think) was gratifying.

I’m currently playing the Superstar Saga RPG by AlphaDream and it has a similar feel, and even a graphical resemblance which makes me wonder about the development. I love the style by the way, and I’ve seen a few fangames that transplant a similar look into platformers that manage to utterly shame Miyamoto and co. Similarly, I’ll always dislike Peach being damseled when she kicks so much ass in this game.

It’s perhaps not for everyone but the Yoshi’s Island comparison I brought up earlier extends to the gameplay too, with the exploration, variety of mechanics, and environmental interaction that are fundamental to that game’s play. I’d feel ok to place this spiritually in the Yoshi lineage, in fact. As such I have high esteem for it, and being associated with such a great lifts it up, while being different enough to not suffer overly in comparison. Sure it’s a little simpler and the execution more flawed, but I had fun here and so will any fan of the flipside of the Mario universe. Oh and Perry=Mallow, think about it. I posted about this earlier. Look it up.

December 8, 2013
Super Mario in Aloha Hawaii (German Club Nintendo comic scanlation)

Well, I was between games so I took the time to translate another comic. As with Yoshi/Blast Corps, my translator is still busy so I did this as best I could by myself, using a few online translation dictionaries and services, as well as needing to research a couple of songs that they sing in the comic!

This one, from mid 1998, has Mario at his home in New York (!), being interrupted by Bottles from Banjo-Kazooie, who takes him to Hawaii. Then they play golf. It all ends in disaster, of course. I do love crossovers.

There were two instances in this comic of characters singing songs that would be well known to Germans but unheard of elsewhere. This is a challenge as a translator/localiser. In one case, Bottles is singing a traditional German folk song, “Schwarzbraun ist die Haselnuss”. Apparently it was popoular in the Wehrmacht and the Hitler Youth, but just taking it as a random song a character happens to be idly singing, I replaced it with the first English equivalent that came to mind: “She’ll be coming round the mountain”. Not very imaginative but there you go.

The other song was a famous show tune from the early days of filmmaking. In fact, the writer is known as one of Germany’s most famous lyricists, Bruno Balz. The song in question is “Das kann doch einen Seemann nicht erschüttern”, loosely translated “That won’t shake a sailor”, from the 1939 film “Paradies der Junggesellen” or “Bachelor’s Paradise”. I left this one but translated the words, as it’s important to dialogue and they replace “sailor” with “plumber”. Plus it’d be much harder to localise.

Oh I also forgot to change that one thing where the Americans say “rubbish collector” instead of “garbageman” or something. Oh well, just pretend they’re tourists.

Not much else to say, really. Please enjoy! Links for web gallery and download version are provided.

Web Gallery

Download

December 4, 2013
Super Mario Galaxy 2 (Wii)

Time for some quick-fire reviews! First up is a game I borrowed from a friend. I previously played Galaxy 1 and it was pretty fun I guess, so I gave the sequel a go to see what they added that was worthwhile.

The answer is not much. It’s pretty much the same thing again, with a few new bells and whistles and tweaks and so forth. For some reason though, I actually 100%ed this one. I guess it strung me along and kept me going better than the first one. Could be the new level select mechanism. At first I was against it as a menu-driven NSMB-style surgical removal of flavour, but the Starship Mario was a reasonable “hub” on its own, especially with the extra friends you accumulate as you go on. Plus it just made your progression easier to grok quickly, and after all this is just a Mario game. Better that they drop the pretensions of ambition and be honest to the relentlessly gameplay-driven design.

You can see my SMG1 review I guess for the basics, although I don’t remember all the specifics of what I said. SMG2 changes up things very often, so it’s stimulating but there’s no consistent theming except within a galaxy.

Uh, I didn’t like Rosalina’s reduced role, her character as presented in these games doesn’t deserve all the fan attention she gets, although personally I think she’s cool and I’m glad she’s part fo the “main” cast to some extent now. She really is just another princess though. Lubba is pretty cool, I suppose. What is he, like some Luma that just kept growing but decided not to turn into a planet or something? Sure.

I liked the wide availability of Luigi, and I used him as much as I could. Speaking of green things though (themed paragraphs wahey!) I hated the green star idea. Only after you completely finish the game and get everything, thus being satisfied and experiencing everything it has, it makes you go back and do it again and search the levels for secret stars in areas that you’re now bored of. The secret stars should have been obtainable from the beginning, that way you can find them while searching for regular stars. I think this was a dumb choice and so ignored that post-game stuff entirely.

I also found a curious thing. I unlocked the boss rush galaxy of the SMG1 bosses, and realised that I’d missed some of them while playing that game. Funny how so many are technically optional, since you can just do levels in any order.

Now even more than before I’m trying to do really short reviews so I’m not so daunted by this blog, so I’m leaving it at that. I think if you’ve played the first one, this one is more of the same so take that as you will. Which one I would recommend depends on your tastes. This is more streamlined, maybe some level themes are more underdeveloped but others are more so, and it has Yoshi. The first is somewhat more of an open experience, edges out this slightly in the plot department, and I suppose the gameplay is more focused? I dunno they’re running together in my mind at this point.

Oh and it didn’t change my mind on main series Mario in general. In terms of the whole series and its progression, I’m very apathetic. It’s fun and all for a while but you should know that I’m not running out to buy 3D World. Regardless, thank you so much for to reading my blog.

July 27, 2013
Mario & Luigi: Bowser’s Inside Story

I’ve been knocking some games down quickly, so I need to catch up on blogging! M&L RPG 3 was a game I bought back when my 3DS was new and I wanted some games for it. I’d heard good things about the series, so I picked up the latest one when I saw it pretty cheap at one of those shops that doesn’t know how to price good games sometimes. Also I’d played Super Mario RPG for the SNES… somehow… and that was pretty fun.

I ended up starting this game at the same time as Paper Mario 2, so there were lots of comparisons invited. At the time, I wavered for a while before deciding I preferred Paper Mario, and dropped this for a while. The main reason for the hiatus was the game’s difficulty. I got to a bit that I was underleveled for and was getting killed too much (I never had similar problems later, for what it’s worth), and I also had endeavoured to beat the special move challenge minigame things. The minigames are just gruelling if you’re trying to get a high score.

Eventually I decided to return, give up on the minigame and power through the part I was at in the story. I don’t like letting a game languish, unfinished. It really picked up after the bit I was up to, as well. Now the comparisons with the Paper series has shifted, especially after Super and Sticker Star which were on the whole pretty disappointing. I ended up preferring the M&L battle system in particular.

There are a lot of unique and very interesting things about M&L. You control the Bros, and Bowser in this game, with different buttons. So A is always Mario’s action button to jump, etc, B is Luigi’s, and Bowser uses X and Y. It’s cool, but can be limiting when you have three different action modes to swap between for different actions. It’s not oo complicated either since swapping between Bowser and Bros changes the focus. Unfortunately this means you only sometimes get a simultaneous map on the opposing screen. I wanted that map all the time!

The battles are really cool. Every enemy attack is telegraphed in a unique way and you have to react differently to avoid them. It’s a very dynamic system, and makes you feel involved to a much greater degree than the Papers, which are overly simplistic in comparison and only use timed hits (which M&L also has).

Of course, the “good” two of the four Paper Mario games have a range of characterful partners. M&L takes the Tippi/Kersti route of the one guide-type character who tags along. Contrary to popular opinion of such characters, I liked Starlow/Chippy. She didn’t take any of Bowser’s crap and for that I really admired her. That is to say, I think she was characterised well and didn’t get in the way too much.

The other characters are pretty good too. There’s a very memorable villain, and some good secondary antagonists, the supporting characters are fun and all have their distinctive looks and catchphrases. It’s basically the opposite of your standard main series Mario game. But, this one has callbacks and references to Mario games too. That’s what I like, more than actually playing them because they’re a bit boring. I love the universe though, especially when it’s actually used and explored a bit.

To compare a little further still, the advancement system here, in terms of levelling up and also plot, feels good. You sometimes need to go back to old areas, but with new abilities to explore further. It feels cohesive too. And levelling up is kind of a big deal. I feel it edges out ahead of the Papers in these respects, but I guess there isn’t quite the variety of wacky locations those games have.

Even now it’s very hard to decide which sub-series of Mario RPGs I prefer. But I’m glad that their differences in gameplay and presentation let them both exist, and even for the same system now! I guess you could say M&L is a little more “serious”, at least in terms of mechanics. But the writing is just as strong, full of humour, and the character animations are expressive, silly, and just fun. The teamwork-based gameplay of the Bros is very compelling, too, and highlights their relationship and their strength as characters, in a way pretty much unique among the Mario series. I give Bowser’s Inside Story much chortles.

January 1, 2013

Mallow the Nimbus prince who thinks he’s a tadpole from Super Mario RPG, and Perry the magical talking parasol from Super Princess Peach. It is my sincere belief that the two are the SAME PERSON!

The first thing that tipped me off was their similar colour schemes. Mainly a creamy/yellow colour with a blue edging (blue in Mallow’s pants). Mallow has reddish shoes and curl, and Perry has a reddish handle. Their mouth and eyes also look totally the same.

The second discovery was their similar backstories. Mallow was lost from his true home in the clouds as a baby and found by an adoptive grandfather, similar to Dragon Ball’s Goku. I discovered that Perry’s background is similar, that he had no memory and was found by an old guy who took him in. Ok, so Mallow’s grandfather is a frog and Perry’s is shown to be…something…with a beard. If you squint they could be the same guy!

Both have odd powers: Mallow can use magic to heal and control the weather; Perry also has powers and is transformed into an umbrella. Umbrella, weather, eh? Ok so someone who may or may not be Kamek transformed him against his will but it could well be a wild sort of magic, that’s not unheard of.

The biggest problem is figuring the order of events and timeline. Mallow actually experiences character growth, and goes from grandfather to his original home, becoming a courageous hero in the process. Perry has been separated from his grandfather before the game and has no personal resolution to finding his grandfather. But each are separated from their grandfathers in both games. So how can they be the same?

Well, there’s always the Miyamoto excuse. In an interview he explained that each Mario game is just like a fresh story with no bearing on previous games, all characters are just actors playing out a new scenario. So both Mallow and Perry could be alternate versions of one another; related, but not the same. But that’s a cop out and as fans, we have to explain everything! Or at least a lot of things.

So here’s a wacky theory. Super Princess Peach is a prequel to Super Mario RPG. This does require some small amount of retconning of SMRPG unfortunately, but it’s more interesting than having no inter-game connection or two characters with the same backstory and similar appearance.

Mallow the cloud prince is dropped to earth, falling into Tadpole Pond. He is found by Frogfucius, who raises him as a tadpole. But Mallow is different. He doesn’t feel like a tadpole and he has strange powers that make him feel like an outsider (SMRPG). Kamek and Bowser find the boy, turn him into an umbrella, and take him away. He escapes and, far from home, finds his way into Toadsworth’s hands. He gives the umbrella to Peach (SPP).

Fanon commences here. After the events of SPP, Peach and Mario take Perry to find his grandfather. Unfortunately, Bowser’s clown car is sighted near Toad Town, so Luigi is tasked with helping return Perry while Peach and Mario deal with that (he doesn’t appear much in SMRPG so he can be doing this while other stuff happens). Thus the plot of SMRPG starts with the kidnap of Peach, followed by the arrival of Exor at Bowser’s Castle. Meanwhile in fanon land, Luigi and Perry, now in familiar territory for the little cloud prince, find their way to Tadpole Pond and Frogfucius.

Frogfucius, in his great wisdom, knows a way to reverse the spell on his adopted grandson and Mallow returns to normal. Mario later comes along and Mallow goes with him on his journey (this is the slight retcon as Mallow apparently had never met Mario, although we could say the reason he looked up to him was that he had actually seen him in action previously). Peach also joins the party later, and we have to assume that Mallow also remembers her in a way he didn’t exactly express during SMRPG. They later return to the cloud kingdom and after all is said and done, Mallow accepts his rightful place there as heir.

That actually works a little better than I thought. This also makes Mallow/Perry a pretty important character, as he is semi-playable in two fairly important spinoff adventures (not just spinoff sports games or whatever). I hope I explained that well enough. I’d be happy to indulge in some clarification or speculation, so if anyone has any questions, use the ask thing or disqus comments or something.

July 12, 2012
Super Mario Galaxy (Wii)

Or, how I learned to stop worrying and love rentals.

I’d like to admit up front that my feelings about the Mario series in general these days could best be described as “contempt”. Since New Super Mario Bros. (DS), I think the series has been pretty stagnant, relying too much on rehashing and nostalgia. Now I’m a fan of nostalgia, but I don’t think interesting things are happening in mainstream Mario. Interesting things are certainly happening in the RPGs and some other spinoffs - I’m a big fan of the Paper Mario series - but I resent Nintendo for showering Mario with so much attention, to the detriment of their other IPs and especially the Mario series spinoffs (DK, Yoshi and Wario).

Having said that, I’d heard too much praise of Mario Galaxy to pass on it. I feel sorry for 3D platformers, they’ve kind of died out after the 64 era and I loved the games in that era. Not Super Mario 64 specifically, I feel that Rare’s games were a vast improvement on that formula so I didn’t care much for it. But hey, Mario’s apparently still doing it while Rare isn’t. That’s a topic for another post however.

When I decided I needed to try Galaxy, I looked around and many shops are still charging almost full retail for the damn thing. All too common with Nintendo’s A titles. I did find the Player’s Choice reprint or whatever online (from the UK) for a fraction of the price, however. I wasn’t completely sold though, so I bit the bullet and rented it. Game rentals are very expensive most of the time, and often short, but when they’re a few years old they apparently become weeklies and the price drops. So I have been playing it to a deadline.

First point: I find it addictive. Perhaps it’s the mission structure, and the fact that they are not too hard or long. Or it could be the fact that I have to return it after a week. I generally like to complete (as opposed to finish) games that I own, because I might as well if I’ve paid for it. I obviously won’t have time with this one, but I don’t feel the need to buy it after playing it for almost a week. So this is why I’ve come to accept rentals. As a result I’ve decided that I don’t need to buy it after all, I’d just overhyped it in my head.

But I’m getting ahead of myself (I often do). I’ll say that Galaxy is fun to play. My wife joined in for a little while as the P2 cursor. Not a great multiplayer mode, I must say, P2 just shoots things and collects star bits. But the single player is solid. Despite the years in between, it seems firmly grounded on the structure of SM64. I never played Sunshine, but I get the impression it had a much more developed world. Galaxy then heads back in the opposite direction, Galaxy 2 even more so from what I’ve heard. Chaotic worlds with no thematic cohesion, sometimes even within a “galaxy”. No plot to speak of. Forgettable characters. Maybe it’s the fact that I was raised on Rare and expect well-built worlds married to good gameplay. A lot of the time Nintendo, and particularly Mario games, are about gameplay first, second and third, and to hell with whatever else makes a game. This frustrates me. On reflection I am annoyed. Of course, while I am playing I just switch off I suppose and have fun.

This is an issue of competing game design philosophies, I feel. Like I said, the game is fun while you play, but there is little to make you think about it while not playing. But there is no reason why a game cannot be fun in this way, but also include other compelling aspects. The medium is not just an endorphin delivery mechanism. Anyway, high horse time over. I think I have to get my big ideas out before I can go into more detail.

So detail. Characters. Mario is boring as ever. And as my wife said, he looks shiny. It’s weird. A lot of promo renders have this problem too, they don’t look real. But yeah, boring. I want to play as Luigi, but you have to finish the game first or something and I don’t have time. I’m glad he has a significant part in the game, though. And his first appearance is in a haunted mansion, which is nice. It’s amusing how he gets lost and just gives up and says “Bro, help me!”. The toads are a nice addition, the concept of them journeying to space to help you, then popping up in various worlds is very cool. I just wish the Red Toad had a blue jacket. The strategy guide says that he is “the” Toad, but I really want Nintendo to give characters more individuality and continuity. He should say to you, “Hey Mario, space is pretty weird huh. Even weirder than that time we went to Subcon. I wonder what happened to Wart anyway…” Peach is just as much a non-entity as always. Not worth commenting on, really.

Which brings us to the most significant addition to Mario “continuity”. Considering she’s been in a few sports games since, Rosalina could be considered quasi-important. I thought from all the fanart that she would have, you know, a character. But she’s just a Peach clone with emo hair, and literally all game the only thing she’s said to me is “Get more stars, then we can rescue Peach.” It’s true I haven’t read the storybook yet, but for goodness sake, develop your characters during gameplay. She could not exist and the game itself would be no different, Polari could say useless things to you as well as being the map guy. And she looks way too much like Peach! It doesn’t make sense! Needless to say, I was disappointed, as I was expecting some depth and story to this game and character and it just didn’t happen.

The game, however is pretty fun, as I’ve said. From the persepctive of strictly the jumping and collecting, it is pleasingly similar to SM64 with the locations themselves being even wackier and often building on established series archetypes. The powerups are a bit weird (spring mushroom? seriously?) and not very fun, but the controls are nice. There are two big problems, though. The camera angles and movement can become very disorienting on the smaller or strangely shaped planetoids. And the game is way too linear. Again, this may be the Rare fan in me talking, but SM64’s worlds were also very open, while this feels very restrictive. I suppose it could be seen as a way of applying 2D level flow to a 3D game, and it is nice and easy to just pick a mission and play through it, but it felt a little off.

I’m going to purposefully finish now so i don’t just talk forever, so closing comments. Galaxy is a fun game, but not a satisfying game. I hope I’ve made clear exactly why, but I am glad that I didn’t pay for this game. I am glad though that I got a chance to play it and experience it. I feel that in some ways it’s an interesting extension of the 3D Mario forumla, but in other ways it has not advanced anywhere near enough. I guess my expectations were high. I’d recommend it, but not at the full price most stores are selling it for. Chances are one of your friends own it, if you haven’t played it, borrow it and have a go.

Wife’s comment: It made me dizzy, so I couldn’t watch it.

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