Tag Archives: nintendo

FGC #268 Mario Bros. (Atari)

So many colorsSometimes even an ancient Atari game can surprise you.

Everybody knows Mario Bros. If you’re a certain age (old), you may have seen this primitive Mario experience in arcades. If you’re slightly younger (generally still old), you likely have fond memories of pseudo-Mario Bros. in the two player mode of Super Mario Bros. 3. And, if you’re one of six “lucky” people on this planet, you might even remember Mario Bros. for its spiritual sequel, Mario Clash, the Virtual Boy game that may have damaged your retinas. Mario Bros. might not be Donkey Kong or Super Mario Bros, but it’s still a beloved piece of Nintendo history, and most Nintendo fans have played the game at least once.

But… almost everyone that played Mario Bros. played it on actual Nintendo hardware, whether it be a Nintendo, Super Nintendo, or (INSERT NAME OF GAME SYSTEM THAT STARTS WITH “NINTENDO” HERE). Today’s game is Mario Bros, yes, but it’s Mario Bros. for the Atari 2600. It is, effectively, Mario Bros. before Mario. This ain’t Steamboat Willie, this is Oswald the Lucky Rabbit in Poor Papa. And, sorry to say, nobody has fond memories of that damn rabbit.

And, let’s face facts, there are a lot of reasons to assume Atari Mario Bros. would be terrible. Have you ever played Atari Pac-Man? It might be the worst port of a single videogame ever made. There is one ghost, the screen proportions are all wrong, and somehow even the “dots” aren’t properly distributed. Yes, someone somehow got a game that can be summarized as “a ball moves around a maze” completely wrong. And Pac-Man isn’t alone; at best, an Atari port would be something that reduced the cutting-edge arcade graphics of Joust or Kangaroo down to small-screen appropriate pixels, and, at worst, you’d wind up with something a few degrees better than E.T. (reminder: the game that destroyed the entire industry). And, while we’re at it, let’s note that Mario Bros. is a port of Mario Bros. not actually directed by Nintendo. I’m trying to remember how it turned out when some other Nintendo franchises were handled by studios other than Nintendo, but I’m distracted because I’m so hungry right now, I could eat an octorok.

Turtle turtle turtleSo, suffice it to say, I went into Mario Bros. Atari expecting pretty much nothing. The 2600 could barely render a protagonist that resembles a pizza pie, I couldn’t even imagine how overalls would be interpreted. And the iconic proto-koopa troopas and crabs of the arcade were known for their expressive, cartoony movements during an epoch where the best you could get out of most games was “beware the angry red square”, so their Atari interpretations were inevitably going to be a letdown. The graphics are primitive, blocks are all around, and you are likely to be eaten by a white hue. And, yes, as someone that has played NES Mario Bros and been unimpressed by the port quality there, I didn’t have much faith that Atari could succeed where Nintendidn’t.

But, surprises of surprises, Mario Bros. for Atari ain’t bad.

First of all, it’s definitely Mario Bros. All the familiar gameplay quirks are here, from flipping over turtles to the central POW Block. Even the between levels bonus stages are here for your failing pleasure (seriously, has anyone ever collected all those coins in the proper time limit?). ChillyI only have so much patience for playing early pre-Super Mario experiences, but I tromped through the first ten levels of this port, and it seemed like Mario Bros. all around. It was even as difficult as ever to flip over that final, hastened-by-the-demise-of-his-buddies crab. That’s some genuine Mario Bros. action right there.

But even more surprising than the fact that this game is actually playable is that there are a few items in this game that did not resurface in the “real” NES port. Mario Bros. NES does not feature our friend the turtle exiting his shell and kicking it while flipped over (an adorable bit of animation only seen in the arcade), but it is in the Atari version. Or, okay, the whole animation isn’t in there, but a turtle will stand up and face the player before obtaining a faster shell. It makes it… seem like something is happening. And icicles may fall from the ceiling in the arcade and Atari versions, but no such thing happens on the NES. Like Donkey Kong losing an entire stage, this was likely a concession to accommodate primitive NES programming, but it’s droll to see Atari attempt to stretch the limits of the hardware before Mario’s parent company.

Mind you, Mario Bros. Atari isn’t perfect. Apparently, no one on the Atari team could make the fireballs work “right”, so they’re just constantly respawning around the sides of the arena, and are more of an omnipresent threat than the leisurely fireballs that seem designed to merely keep a Mario from standing still too long in the arcade/NES. And, since the Atari had less onboard memory than an abacus, anytime a monster enters a pipe, it effectively respawns, so you have to double-flip those crabs during one stage tour. Oh, and the graphics, while passable, are still pretty “Atari crappy”. I have no idea why a moving “coin” is represented as a square, but here we are. Guess it was just too much trouble to shave off those four pixels and make something that kinda looks like a circle.

Lil' BuzzerBut, minor gripes aside, Mario Bros. Atari is actually Mario Bros, which is no small accomplishment. An arcade-to-Atari port not directed by Nintendo has every right to be absolutely horrible, but, nope, this is actually pretty fun. Maybe some games are good no matter the medium, maybe one team just happened to understand Mario Bros. and “get it right”, but whatever the case, Mario Bros. Atari is a pretty fun time.

Don’t judge a game by its system, I suppose.

FGC #268 Mario Bros. (Atari)

  • System: Come on, man, it’s right there in the title for today. I suppose I’ll note that we are talking about the 2600 here.
  • Number of players: I assume there’s a two player mode, but I literally don’t know where my second Atari control stick has landed. Just as well, I think I chewed on those things as a kid.
  • Favorite Enemy: The Fighter Fly has a very muted hop in this version, but he’s still my favorite. It’s like they’re trying to jump like our hero, Mario, but just not quiiiiiite making it.
  • ShinyDid you know: The turtles are known as Shellcreepers, and the crabs are Sidesteppers. Back in the Eighties, strange alien signals were beamed into children’s brains, so that’s how we knew the names of all the random, weird enemies in NES games. However, these names appear completely new to me, so Nintendo clearly only started subscribing to that service after the release of the NES.
  • Would I play again: This is a really impressive Atari game! Unfortunately, if it’s between playing an Atari game and cleaning my back porch, I’m unfortunately going for the broom. But if I’m stuck on a deserted island with only an Atari library to keep my company, this will be my first choice.

What’s next? Random ROB has chosen… Ultimate Ghosts ‘n Goblins for the PSP! Arthur is reborn and then quickly forgotten! Please look forward to it!

FGC #263.2 The Legend of Zelda: Breath of the Wild

Everyone settle down! Dr. Professor Goggle Bob is talking!

And that’s where little Breath of the Wilds come from.

FGC #263.2 The Legend of Zelda: Breath of the Wild

  • AckSystem: In a few years, will anyone even remember this was that last gasp of the WiiU? I don’t think I know a soul that associates Twilight Princess with the Gamecube.
  • Number of players: This ain’t Triforce Heroes.
  • Phantom Hourglass isn’t that bad: Okay, it isn’t… I just really don’t enjoy playing it. I blame my left-handedness. Holding a stylus for the length of a Zelda dungeon… well… I might suffer Uprising boneitis flashbacks.
  • Come to think of it, isn’t Link supposed to be left-handed, too? Well, Breath of the Wild can’t be perfect.
  • 2nd Favorite NPC: We already covered Goggle Rob, so how about we honor the guy that built Link’s house…. Or at least fixed it up a bit.
    Damn right
  • Did you know? There are twelve billion The Legend of Zelda easter eggs in this game. That said, somehow I missed that that the gigantic, cyclopean Hinoxes are supposed to be the same dudes that kept tossing around bombs in the Dark World of A Link to the Past. I guess forsaking bombs for trees really changes a dude.
  • Would I play again? Let’s see if I’ve stopped playing by the time the DLC drops…

What’s next? Random ROB has chosen… Fighter’s Megamix for the Sega Saturn! The crossover fighting game from before there were crossover fighting games! Please look forward to it!

I apologize

FGC #255 Super Mario 3D Land

Here we goIf you’ve been reading this blog for a while (… there are how many FGC entries at this point? What? When did that happen?), you know that I cut Nintendo a lot of slack. I don’t think you’ll ever find me saying an unkind word about a Zelda game, and even games that may cause crippling hand damage are lauded as revolutionary. When Nintendo is ready to release a new system, I pen a decade’s worth of articles that start with “In the lead up to the Nintendo NX…” as if Nintendo is the cornerstone on which the gaming world pivots.

But… that’s because I do think Nintendo is the foundation of all gaming.

I’m not delusional, I know Nintendo is not the industry leader it once was. I know that I’m an old man ranting at Cloud Strife, and Nintendo hasn’t been Nintendo since Sony destroyed the company’s monopolistic dominance by courting all the third parties that had previously made the Super Nintendo and Nintendo so great. And, yes, thanks to my own myopic views, I’m also entirely basing this on the fact that we haven’t seen a numbered Final Fantasy game on a Nintendo system since the 90’s… but it fits. The harbingers, the big “gotta have ‘em” games are on the “standard” Xbox and Playstation platforms, while Nintendo is left with quirky spin-off titles and whatever can be tailored to the latest Nintendo system’s gimmick. Other than that, all Nintendo has to offer is, basically, Nintendo games. Even when the Wii was the undisputed top of the heap, the best it could hope for was the likes of No More Heroes or ports of games that had been popular on the previous console generation. Grand Theft Auto: Wii was never meant to be.

SQUISHBut there’s a flipside to that coin, and that’s that Nintendo seems to be the only company capable of succeeding with those “gimmicks”. The Playstation 4 does, effectively, the exact same thing as the Playstation 1: play videogames with this standard lil’ controller that could practically be traced back to the Atari. The Nintendo Wii, meanwhile, featured ridiculous motion controls and a controller form factor that was much closer to a standard TV remote. The (unfortunately named) WiiU included a tablet that allowed for remote play and some excellent inventory management options. And the new NX Switch takes that a step forward with a portable system that can transform into something more akin to a console (and we’ll figure out how to properly implement that touch screen in that setup later). All of these systems are wild diversions from the traditional controller/game setup of previous systems, and, when other companies attempted to emulate those innovations, nothing came of it. The Kinect was probably the most successful of the lot, but that only seemed to only be truly supported for a year (remember when it was going to be a mandatory part of the Xbone? I own an Xbone, but I’m pretty sure I don’t own a single game that even includes a Kinect feature). The Playstation Move failed even harder, and is currently only remembered by the six malcontents that can afford virtual reality headsets (not that I’m jealous of their ability to play the latest Psychonauts jaunt or anything). And remember that one E3 where everyone was showcasing tablet/console cross functionality? Did that ever go anywhere? I don’t think I played Watch_Dogs…

GET IT!?The Nintendo 3DS is a Nintendo success story. I don’t believe it has been as profitable as the Nintendo DS, but I believe that’s only because the Nintendo DS cheated, and was able to coast a solid six months on an advertising slogan that went something like “Who wants puppies!?” You can’t be expected to compete with puppies. Regardless, the 3DS has been an efficacious Nintendo platform, which makes it difficult to recall that it was a risky innovation at its inception. The Nintendo DS introduced the idea of a touch screen and “dual screens” to everyone that couldn’t remember Game & Watch, and then the 3DS innovated with a 3-D display. While, again, this seems rudimentary to people that have survived the last six years of 3DS portable dominance, at the announcement of the 3DS, the idea of this scary new “3-D technology” was met with a lot of skepticism. In a time when 3-D was primarily being pushed in an effort to get the general public back to movie theatres and away from the chilling of Netflix, this was seen as Nintendo’s last gasp at relevance, and a stunt that would be quickly buried beneath a mountain of smart phones and idevices (… come to think of it, people think that any time Nintendo releases a console. Or announces a console. Or coughs).

GRRRRRAnd, I will admit, I was skeptical of the Nintendo 3DS, but that’s mainly because I hate 3-D. I have poor depth perception, so 3-D is less a feature and more of a threat. And that’s why I so rarely leave my basement. As someone who didn’t exactly love (see? Can’t hate Nintendo) the previous Zelda DS offerings that shoehorned in stylus controls when a perfectly good crosspad was right there, I was downright fearful of the 3DS, and the possibility that I’d have to use my poor, depth-impaired eyeballs to sink Donkey Kong into a pit infinitely. I fear change generally, but I’m downright terrified when a Nintendo system I know I’m going to buy day one might potentially lead to a decade of games I hate in franchises I love.

I have firstest world problems.

Luckily, Super Mario 3D Land proved I had nothing to fear. After an (apparently overpriced) launch that primarily featured a number of ports of craky N64 games, Super Mario 3D Land was released in 3DS’s first Fall. This was appropriate on a couple of levels, as it hit that famous Christmas software sweet spot, and the whole game was vaguely fall themed (or at least falling-leaves-themed). And SM3DL was touted as the first “real” 3-D Mario adventure! It wasn’t enough for Mario to dabble in the 3rd Dimension back on the N64, now there are going to be narrow jumps and “challenge stages” that are all about Mario in a 3-D. That worked in Super Mario Sunshine, right? You all loved the bits without the jetpack… right?

Despite any reservations, though, Super Mario 3D Land is really good. It’s not just a good Mario game, it is, somehow decades after the “invention” of Mario, a really good fusion Mario game. Super Mario 3D Land deftly combines the obstacle course sensibilities of the 2-D Marios with the perspective and movement of the 3-D Marios… and it’s amazing. In a weird way, this is what I expected Mario 64 to be back in ’96, but Nintendo wisely conserved that concept until 3-D Marioing was perfected. Mario 64 stages are principally based on locations that could, potentially, be real (you can’t fall off Bob-omb Battlefield… well, without trying really hard), and that generally persisted through the 3-D Marios. Even Mario Galaxy, a more “obstacle course” Mario game, seemed to rely on slightly realistic planetoids, and not just the “this is a Mario level” of the 2-D games. Or did someone really believe Super Mario Bros. 3’s Piranha Plant Kingdom could have a prime real estate market? But Super Mario 3D Land adroitly weaves together these two concepts with aplomb, and subtlety makes the argument that this couldn’t be done outside of the 3DS, because all of these precise jumps couldn’t be made in faux 3-D, only real 3-D. It’s a complete lie, of course, as Super Mario 3D World did much the same on the WiiU three years later, but the comforting lie did much to assuage fears regarding the 3DS.

WeeeeAnd that’s why I give Nintendo a lot of leeway. That’s why I think they’re industry leaders. Nintendo makes mistakes and publishes the occasional game that is not only bad, but generally mind-numbing (), and even sometimes Nintendo systems are merely just kind of there, and completely fail to capture the same zeitgeist as their greater forbearers. But, despite all of that, Nintendo still knows how to make a damn fine Mario game, and “prove” a system with that same Mario game. One way or another, Nintendo knows videogames, and how to make games that will be entertaining for everybody.

Nintendo, to me, is videogames, and games like Super Mario 3D Land prove that.

FGC #255 Super Mario 3D Land

  • System: Nintendo 3DS. Kind of central to the premise there…
  • Number of players: Just Mario. Well, you can play as Luigi, too, but only one brother or the other at a time. Gotta wait for World for more players.
  • No Princess? The finale image of Princess Peach with a tanuki suit might be the biggest tease in a Mario game.

    Oh my

    Who knew the logical follow-up to that would be a cat suit?

  • Power-Up: Is this the first Mario game to feature a “theme” of Mario’s enemies all using his preferred powerups against him? It seems like such a slam dunk of an idea, but I guess your average goomba couldn’t use a fire flower effectively, anyway.
  • Favorite Level: Which stage drops Mario completely unexpectedly into a Zelda dungeon? It’s that one. I really like that one.
  • Say something mean: Maybe the next 3-D Mario Obstacle Game will feature a Mario that can actually fly instead of “gently float”. I want to say it’s time for the cape to make a comeback.
  • Did you know? There are Yoshi and Magikoopa sounds lurking deep in the code. Does this mean one of these Mario staples was supposed to make an appearance, or is it simply a matter of Yoshi’s hatching sound goes with everything? You be the judge.
  • Would I play again: Did I get this far without noting that I absolutely love this game? I absolutely love this game. I might be playing it again right now.

What’s next? Random ROB has chosen…. Nothing? ROB? Everything okay? Um… huh… looks like ROB only goes up to 255. Damn unreliable thirty year old technology! Alright, while I reset my robot, I’ll figure out something to play for Monday. Uh, please look forward to it!

It would be fun