Tag Archives: nintendo

FGC #341 Super Mario World 2: Yoshi’s Island

It says Super Mario World right thereI would enjoy Yoshi’s Island a lot more if I were at all capable of enjoying Yoshi’s Island.

Back when I was Wee Goggle Bob, Christmas was pretty much the only time I ever saw a new videogame (save birthdays, of course, but my birthday is way the hell over in April). I had no disposable income (or… income), but I did have well-meaning parents and grandparents, so every holiday would see at least one game. And, by about 1995, my family had determined that videogames were the only hunks of plastic capable of bringing me joy, so I basically became the boy who got everything he ever wanted. In one Christmas haul (combining gifts from all relatives, I want to be clear that no one member of my family was Scrooge McDuck) I received Chrono Trigger, Donkey Kong Country 2, Earthworm Jim 2, Secret of Evermore, Tetris Attack (I was excited about this… for some reason), and today’s featured title, Yoshi’s Island. It was an embarrassment of riches… only slightly offset by the fact that I had pneumonia and thought I would die at any given moment. Oh, hey, my family took pity on me, just got that. Errm… anyway… once I felt better, I had what was probably the best continuous run of gaming in my life, as playing the best games of 1995 one after another was some manner of nerdvana. Even now, I’m kind of jealous of my past self: can you imagine completing Chrono Trigger, and then immediately moving on to a fresh, new Donkey Kong Country 2? Ah, to imagine there was once such unmitigated joy in my life.

And, to be absolutely clear, all of the Christmas ’95 games I played over and over again. I rescued Princess Whatshername (aka cow). I tossed every hero coin at Cranky Kong. I practically memorized every stupid movie reference in Secret of Evermore. This also means that I scored 100 on every stage in Yoshi’s Island, played through each extra level, and I think I even managed to memorize some of the match card setups for the bonus games. I mean, I didn’t get a Yoshi’s Island tattoo (only Chrono Trigger gained that honor) but I did play the game often enough that the main themes are permanently etched into my mental jukebox. I played Yoshi’s Island a lot, and, even with other great games available, I was inordinately pleased with the insane amount of “stuff to do” on Yoshi’s lil’ island.

But now… Now I look at this…

It's a secret to everybody

And all I see is a threat.

Yoshi’s Island is the first “collectathon” Mario game. Despite what Advance remakes may tell you (wait… do people even remember the Advance versions anymore?), Mario was previously all about the running and jumping, and did not give the tiniest flip about hidden Yoshi eggs or eight red coins. And this was right and good! Mario started his rescuing career in the arcades, and “arcade experiences” aren’t about exploring vast virtual worlds, they’re about getting to the end of the stage as quickly as possible so you can impress that one kid with the greasy hair who probably comes from circumstances but gets really excited whenever you make it to the flagpole. That kid isn’t going to wait around and watch for you to score some damn hidden flower thingy!

Squishy!Actually, perhaps that’s The Illusion of Mario (perfect name for Super Mario RPG 2). There have always been secrets in Mario games. There have always been warp zones, negative zones (hey, an accidental secret is still a secret), hidden mushroom houses, alternate exits, and whatever the hell you had to do to turn a hammer bros into a magical ship o’ coins. The very first stage of Super Mario Bros. hid an invisible 1-up mushroom, and the next level dared you to break the boundaries of the world itself. Mario has always had plenty of bonus skeletons in his closet, from Super Mario Land to Super Mario World.

But Super Mario World 2 changed one important thing: it made the secrets mandatory. Yes, you can complete any given stage in Yoshi’s Island without touching a single red coin or flower, but, whether your explore every nook and cranny or dash like a mad dinosaur, you’re going to be judged at the end of the level. You can beat the game as an unaware lizard, but it also means being scored at a sad, sad 34 on every other stage. That’s not a passing grade! That’s barely even a valid number!

But let’s assume you decide to play along with Yoshi’s Island’s little scoring scheme. Let’s say you realize that Yoshi has the most robust movement scheme ever in a 2-D Mario game (egg tossing, butt stomping, repeated flutter jumping, and that’s all before you get into the vehicle morphs and Super Baby), and that it’s only natural the good people at Nintendo would fill SQUISH!every stage to the brim with stuff for our favorite steed to do. So you want to be the best you can be, and you try in every level. You go for the gold, do your best, but still miss a coin or star here and there. A 97? 99? That’s a pretty great score! Don’t forget to stomp every last piece of dirt! You’re doing swell!

And it doesn’t mean shit.

Yoshi’s Island demands perfection. If you score a flawless 100 on a stage, that’s great! If you “achieve” anything else, sorry, you may as well have not tried at all. And, don’t worry, this isn’t just a matter of looking at a strategy guide and mapping out the best route to red coins, you’ve got a few “random” factors, like…

  • Flying shyguys (Flyguys?) with red coins that will scroll off the stage forever
  • Flashing Eggs that may be lost before they’re ever used
  • The slightest tap from any enemy near a goal post will reduce your star count
  • Ditto on giant bosses that live to ruin your stars
  • Invisible Red Switch hidden areas
  • Auto scrolling stages
  • Auto scrolling stages and Flyguys
  • Those goddamn Bandit enemies

GET IT!?Fall victim to any one of these pitfalls, and, sorry, the only solution is suicide (in the game! Don’t do anything rash!) or restarting the level from scratch. And Yoshi’s Island does not feature short levels, oh no, these things are easily three times the length of any given SMB stage. And if you manage to surmount your previous trials and tribulations, but miss somewhere that didn’t trip you up the first time, don’t worry, you still have to repeat the stage, because perfection is mandatory for that all-important 100.

But don’t worry. You don’t have to get a 100. You don’t have to get a 100 at all. All imperfection means is that you’ll play less game, have less fun, and leave portions of Yoshi’s Island completely unfinished. You’re okay with that, right?

Well, I’m not. Shocking but true: I absolutely can’t deal with anything less than perfection in Yoshi’s Island. I know I’ve found these red coins before. I know I’ve beaten Tap Tap without taking a hit. I know I can discover that Poochy ain’t stupid on my own, so why the hell haven’t I gotten a hundred on this damn fuzzy stage yet!? Oh, there was a jump plate hidden in the sky? That makes perfect sense.

Get Biz-aySo, unlike practically every other Mario game (give or take a few stressful blue coins), I find myself incapable of enjoying Yoshi’s Island. I know, conceptually, that I can avoid the coins. I know I can just boot up that beloved SNES cartridge and play all the levels I want. I know there’s probably a 100% unlocked ROM floating out there somewhere that would alleviate all my woes. I know, somewhere deep down, there’s that enjoyable experience from twenty years ago lurking somewhere around Yoshi’s Island. But now, in my mind, it’s buried beneath a pathological need to acquire flowers and avoid the unshaven. Thus, Yoshi’s Island becomes less “a way to unwind” and more “work”. Work isn’t fun. Work is stressful, and that’s Yoshi’s Island to me.

Yoshi’s Island, the best, most fun game that I absolutely cannot enjoy.

FGC #341 Super Mario World 2: Yoshi’s Island

  • System: Super Nintendo. Do we count the Gameboy Advance version, too? No. No Super FX Chip, no sale.
  • What about the SNES Classic? Oh, that too. Yes, I did use the SNES Classic as the perfect excuse to test Yoshi’s Island. Or the other way around? Something like that.
  • Number of players: This was the first Super Mario Bros. title to be only one player. Now a Super Mario Bros. game that is multiplayer is a friggen event, and nobody is expecting Mario and Luigi co-op in New Donk City. I blame Yoshi. Again.
  • ZOOOMFavorite Level: World 2-Special is a rollercoaster ride of red switches that can, incidentally, be completed in all of a minute. It also still manages to contain all the mandatory Yoshi’s Island doodads. This is the game I want to play.
  • Unsolved Mysteries: Who is Huffin Puffin, the chubby bird in party pants, and what is his deal? Why is it okay to steal his (her?) children? Why are said children natural boomerangs? What is the origin of those pants? Now I’m stressed out all over again!
  • Just play the gig, man: I already said that this music was burned into my brain, but I’d like to note that, when I’m in “creepy” situations, I naturally whistle the intro to the final Bowser battle. Bum bum bum buuuum bah bump. Bum bum bum buuuuum bah duuu~uump.
  • Did you know? There are some extremely minor and seemingly superfluous changes to the various icons (oh yeah, I miss having a real map screen, too!) across international versions, but you have to appreciate that they properly colored the SNES buttons purple (as opposed to Super Famicom rainbow) for the US controls button.
  • Would I play again: Probably not. I acknowledge this game is good. I also acknowledge that I hate playing this good game. Sorry.

What’s next? Random ROB has chosen… Taiko Drum Master for the Playstation 2! It’s pretty much guaranteed that I’m going to beat this game. Ha ha ha. Mercy. Please look forward to it!

OH MY!

FGC #331 Super Mario Galaxy 2

It's a-him!So here’s why Mario games are good.

Today’s game is Super Mario Galaxy 2, the final part of the Super Mario Galaxy duology. While some endlessly debate whether Super Mario Galaxy or Super Mario Galaxy 2 is the better game (and I will remind you that SMG2 contains Yoshi), it is perhaps better to look at Super Mario Galaxy as one solid piece, accidentally fragmented into two sections. Let’s face it, SMG was released on the cusp of Nintendo learning how to add expansions to games (see the eventual joys of Smash Bros, Hyrule Warriors, and Mario Kart), and, should SMG have initially been released on the WiiU, we likely would have seen new planets until the release of the Switch. But, for now, the two games are separate but equal, with slight differences between the two, and an aggravating need to switch discs when you have to choose between riding a dolphin or a vulture.

But the reason the difference between the two games is insignificant is because both titles are amazing. Super Mario Galaxy is easily the apex of the Mario franchise (note for future readers: this article was published before the release of Mario Odyssey, or any other inevitable future endeavors, like Mario… Omniverse?), and the sheer volume of creativity and care on display in these games is astronomical. Yes, there are a few misses bouncing around the title (mostly experiments involving motion controls), and it would be nice to be able to play this Mario game with a “real” controller, but, by and large Mario Galaxy & Mario Galaxy 2 are perfect Mario games.

But why are they perfect? What is it about blasting around Mario’s Galaxy that makes these games so much fun? Is it the gravity? The enemies? The Bowser fights? (No, it’s never that.)

I’ve got a theory for Mario games (and nearly all action/platforming games), and it’s called “The Joy of Movement”. What makes a great Mario game? It’s whether or not you actually enjoy moving around.

WeeeeeAt first blush, this seems abundantly obvious. After all, sloppy controls are often the death knell for poorly received games. Amagon probably would be a passable adventure if it were at all possible for the hero to actually deal with the encroaching threats of Everything-Kills-You Island. And while even games with terrible controls may occasionally succeed (looking at you, Grand Theft Auto), they usually nail at least one thing completely perfectly (like using rocket launchers on pedestrians). But for successful franchises, it’s obvious that enjoying actually moving your digital avatar is the most important thing. Sonic the Hedgehog is the poster child for this phenomenon (and the recent Sonic Mania being essentially Sonic & Knuckles 4 and being wildly successful cannot be a coincidence), but Mega Man also slots in perfectly here, too. Mega Man might not have 360° aiming or the ability to bend his robo-knees, but he’s perfectly suited to his world, and there’s joy to be had in flawlessly stomping over the corpse of a robot monkey on your way to barbecuing a wooden man. The joy of movement is real, and you’ve subconsciously experienced it practically every time you’ve played a worthwhile videogame.

And Super Mario Galaxy 1 & 2? Here is the apex of joy of movement.

It’s initially very simple: Mario just plain controls well. You’ve got analogue walking/running, you’ve got the triple jump, and you can even hold a button to crawl along. Start combining some of these commands, and you’ve got the inimitable long jump and backflip. Go a little further, and you’ve got Mario exploring weird little planets with their weird little gravities, but still “moving” exactly the same. And intuitively, too! Leaping from one planetoid to another always “feels right”, and switching gravities is as natural as stomping on goombas. And speaking of feelings, the aggressive spin attack or the frantic spin jump both feel wonderful when you use the technique to survive an incoming chomp or avoid a crushing black hole.

Well, I like itBut the powerups… now that’s where things get crazy. Bee Mario buzzes along and crawls exactly how anyone who has ever been outside would expect (though, granted, not every Mario fan has been outside recently). Boo Mario’s spectral floating feels fittingly weightless. Rock ‘n roll Mario moves with all the heft of a boulder, and no one bats an eye when inertia causes that Mario to go meteor. Running around at full tilt with an invincibility star is always cool, and fire flowers exploit a player’s desire to shake that wiimote and vaporize everything on six planets. Cloud Mario is likely the best thing to ever happen to the franchise, as generating your own platform with a panicked spin is something Mario has needed since he first dropped into that hole in World 1-1. Spring Mario can be a blast… you just have to think like a kangaroo. Or maybe an injured bird? Frog? I think frogs hop a lot.

Even Yoshi gets into the act. Tongue twisting across platforms is an innate delight, and swallowing every troopa in a ten mile radius is literally the reason these Yoshis were born. And Yoshi gets his own powerups! Balloon fetishists delight at a round and floating Yoshi. And the dash pepper leads to new and exciting challenges of the Turbo Tunnel variety, but with the important caveat of not being terrible. And, whether you’re riding a dinosaur or literally skating around a frozen planet, it’s all completely instinctive and… fun.

WeeeeeAnd that’s the joy of movement, the joy of a good Mario adventure. Every trot, every jump, every powerup just feels good, and that’s what keeps the player running towards 242 stars. Every obstacle course is masterfully crafted with Mario’s skills in mind, and every powerup is utilized in unique and electrifying ways to surmount new challenges.

When it feels good to just move, that’s when you’re playing a wonderful videogame.

FGC #331 Super Mario Galaxy 2

  • System: Nintendo Wii. Also available on the WiiU download service… but that system plays Wii discs, anyway. So does that even count?
  • Number of players: I laud any game that involves a two player mode that is meant for casual accompaniment. Not enough people celebrate the humble person that wants to participate in a friend’s favorite past time, but has absolutely no skills suited to the task. I blindly tried to help my buddy, One Handed Joe, with his carpentry hobby a couple of years back, and it ended… poorly.
  • And where is the joy of movement in Fluzzard? The joy of Fluzzard is selecting another level that does not include Fluzzard.
  • Question for the Ages: What nimrod decided they should replace Princess Rosalina with Party Pants Starfy?

    GO ON A DIET

    Hey, Rosalina, get out of the shot! You’re ruining my bullet point.

  • Favorite Powerup: Cloud Mario has saved that plumber’s peperoni more times than I care to admit.
  • So, did you beat it? Of course. I got all the stars, and conquered the final daredevil challenge. I even tried that final stage again for this article… and I barely got past the first area. Look, I need to get back in practice, okay?
  • But you still beat the repeat of Luigi’s purple coins, right? Some things never leave you.
  • What’s in a name? The internal title for Super Mario Galaxy 2 is Super Mario Galaxy More. I agree.
  • Did you know? The Flying Star that barely appeared in Super Mario Galaxy is buried in the code of Super Mario Galaxy 2. But it’s not completely forgotten! It has an updated theme, and can be patched into being a wholly working powerup. This seems to suggest that the star was intended to be used in Super Mario Galaxy 2, but was left on the cutting room floor because it was too joyous for this fallen world.
  • Would I play again: I love this game. I love it so much. I’d like to be able to play it with a “real” controller, as the wiimote/chuck has never felt 100% natural to me, but, other than that, this is one game that I can practically guarantee I’ll play again.

What’s next? Random ROB… better shut his trap, because I feel like playing Marvel vs. Capcom Infinite. That’s just the way it is, robot. Please look forward to it!

Yay Mario!

FGC #330 Kirby and the Amazing Mirror

KAHBY!There is only one Mario. There is only one Donkey Kong. Bowser has a shallow gene pool, but he is the only King of the Koopas. There are not multiple Fox McClouds, just one singular Captain Falcon, and if you see another Samus Aran, it’s an alien parasite mimic of some sort. Even some Nintendo mascots that are supposed to be species are generally regarded as singular. Yoshi is that “one” Yoshi from Super Mario World, and Pikachu is “Ash’s Pikachu”, star of stage and screen. Leads are supposed to be singular, and no one wants to explain to an audience how there are multiple Mickey Mouses or Supermans. We want unique heroes, and the most successful companies are happy to deliver.

Oh, and then there’s Kirby. Nothing makes sense about Kirby.

Kirby was established as singular in his first outing. Kinda. Anyone that ever beat back the nefarious King Dedede knows that when Kirby returned the stolen food to the good people of Dreamland, they appeared to be… Kirbys. Plural. Granted, they’re only seen in silhouette, but Kirby(s) has a pretty distinctive shape. You could probably chalk this up to Kirby’s Dreamland being nothing more than the start of the Kirby Expanded Universe, and also being eternally tied to very limited hardware. Future versions of Kirby’s Dreamland rewrote Dreamland as a place populated by its own unique species, and the army of hungry Kirbys were forsaken for a more solitary hero. But even when Kirby is alone, he is many. Ever beat a world with our favorite creampuff? Think it… strange that the individual Kirby will split into three to dance with himself upon victory? Shouldn’t he have used that ability earlier, when he was actually fighting the boss, and not just to dance on its grave? Is this some kind of after image thing? Is he moving too fast for even saiyan eyes? Kirby is full of mysteries!

Stupid cupidBut the origin of multiple of Kirbys is no mystery in Kirby and the Amazing Mirror. Dark Meta Knight (the version of Meta Knight that is black instead of dark blue) has escaped from the mirror-verse, and dices Kirby into four inexplicably differently colored kirbys. The quad o’ kirbys all vow revenge, and venture through the mirror-verse, occasionally using a cell phone (that Kirby likely accidentally vacuumed off a passerby) to call each other for help with locked doors and giant bosses. In general, the Kirbys all operate independently, and leap and scurry around the screen doing whatever the heck they want. That… is pretty normal for any given Kirby, as Kirby Prime does seem to have the id of a toddler. It’s a wonder the mirror-verse survives a swarm of Kirbys at all…

Kirby and the Amazing Mirror was released in 2004. The Legend of Zelda Four Swords was released with Link to the Past Advance in 2002, and the more accessible The Legend of Zelda Four Swords Adventures was released in 2004. At the time, it seemed like this whole “there are now four players” thing was some manner of new, here-to-stay Nintendo trend. After all, the Gamecube and N64 both proudly touted their four player capabilities, and it seemed only natural that “let’s play as four Links” or alike was an evolution of any franchise that didn’t already have enough supporting Luigis. Single player experiences are for JRPGs, man, it’s time for these super advanced videogame systems to step up to the next level and get everyone playing at once. Or at least four everyones. Maybe we’ll work on some networking for the next Mario Kart game, get that number up to infinity.

Woooo!However, a future of four simultaneous Donkey Kongs was not meant to be. The Mario series has carried the four player torch with its Mario, Luigi, and Toads (and the occasional thieving rabbit), but, aside from that recognizable example, the era of the four heroes seems to have ended as quickly as it started. Maybe a mere three Links might team up to offer a princess fashion tips, but now Mario is forever one Mario, and Samus has to recruit random federation dorks to fill out her multiplayer experiences.

But Kirby has never been one for rules.

Despite the multi-hero trend shuffling off this earthly coil, many Kirbys persist. Kirbys appear constantly in Kirby-based minigames throughout the series. Return to Dreamland offers Kirby’s unique friends, or the ability to just play as another quad of Kirbys. And then there’s Kirby Mass Attack, a game that is all about having as many Kirbys as possible. Why stop at four? There needs to be a Kirby crowd stomping across the planes, laying waste to any and all obstacles in their path! Kneel before the Kirby army!

But why does it work for Kirby? Why is Kirby allowed to be Kirbys, while Mario and alike are carefully cultivated and held to their inimitable standards. Even the Multi-Link had to be taped down with one magical sword, and there is absolutely no expectation that Breath of the Wild Link is suddenly going to split up to pilot all four Divine Beasts by his lonesome (though, admittedly, that would be pretty cool). Kirby is many, but his contemporaries are singular. Why is Kirby special?

NOTHING WILL SURVIVEThe answer is likely simple: Kirby is a locust. Well, maybe not specifically a locust, but Kirby is an eating machine that demolishes all in his path regardless of alliances because, I don’t know, someone stole his cake. Kirby is an unstoppable force of nature, and like any force of nature, it is just naturally (see?) assumed that he could be many and one at the same time. In the same way we fear “bees” and not “Jerry, that one bee that is kind of a dick” Kirby is practically a species onto himself, and has been for his entire existence. The fact that Kirby has been singular in many adventures is an accident of fate, and we always knew the impending Kirby-pocalypse would one day be upon us.

And that’s why Kirby can carry multiple versions of himself. In our hearts, we know what Kirby actually is, and we accept it readily. His name is Kirby, for he is many.

FGC #330 Kirby and the Amazing Mirror

  • System: Gameboy Advance, and WiiU Virtual Console. Also available on the 3DS should you be one of the chosen few.
  • Number of players: How many Kirbys we got? Four? That sounds good.
  • Maybe actually talk about the game for a second: This is one of my least favorite Kirby games. That still makes it better than like 90% of the games out there, but the lack of a decent map (or a map that makes any kind of intuitive sense) and the “one hit, lose your power” pairs poorly with what seems to be the largest of the “labyrinth” style Kirby adventures. That said, it’s still a fun time, and there is something infinitely satisfying about summoning a multitude of Kirbys to beat down a random tree.
  • AHHHHFavorite Kirby Power: Kirby finally leaned into the Smash Bros. fame, and gained the “smash” ability from devouring an errant Master Hand. And it was good! It doesn’t make a damn bit of sense, but it’s fun seeing “Smash Kirby” demolish a traditional Kirby game.
  • Did you know? The Batamon, an “enemy” in Kirby’s Dreamland 3, might be the first appearance of a Kirby-like creature during gameplay. They’re usually seen exploring areas that are inaccessible to Kirby Prime… but feel free to murder the doppelgangers with any copy skills you have laying around.
  • Did you know addendum? Batamon is the first appearance of a Kirby-like creature during gameplay… Except maybe Keeby. But nobody remembers Keeby.
  • Would I play again: Yes, but only on the technicality that this is loaded into my 3DS, so I’m very likely to play it again when I’m on the go and feel like getting a Kirby experience. Even when Kirby isn’t making headway, it’s still fun to bumble around as the pink puff, so it’s hard to say no to the little guy(s).

What’s next? Random ROB has chosen… Super Mario Galaxy 2 for the Nintendo Wii. Yeeeeeeees. Please look forward to it! I am!

Not quite Whispy
YOU COULD HAVE ALL GONE AROUND!