Angela May 16, 2006
I missed the initial shipment from Gamestop last night, being forced to work overtime. Got it first thing this morning, though, and just played it for the better part of my lunch break. Up to the middle of World 2 at this point, and the experience has been overwhelmingly positive so far.
More accurately, the game is a dream come true. It's just about all that I was wishing for, for the better part of fifteen years; a true Mario platformer, 2.5D style, with both classic and new sensibilities. Graphics are vibrant, framerate consistently fluent, music a solid mix of the old and the new, and, most importantly, it comes with some excellent, varied gameplay.
I'll start off with the most fundamental aspect: gameplay. As someone who's acutely sensitive to how the many different variations of Mario handles, I'd say he actually feels like a mish-mash of SMB1 and SMB3 this time around. His running start and basic jumping feels SMB1, but as far as making running leaps, boost bouncing off enemies, and handling jumping flight, it's closer to that of SMB3. In other words, don't expect the ultra-tight handling of, say, Super Mario World, but it's a unique control mechanic that still works extremely well here. So, for both Stephen and the rest of us, well...... we've arrived at a happy compromise. ^_^
The new moves from Mario 64 and Sunshine round things off nicely, such as wall jumping and butt-whomping. Mario's still got grab 'n hold shell capabilities, but unlike SMW, he can only kick shells horizontally, and not straight up. (Shucks!) I'm looking forward to the swimming levels, though - hopefully, they'll have kept "slow paddling" in.
As far as the basic control configuration goes, "Y" serves as both the dash button and fireball shooting, and "B" jumps. "L" and "R" scrolls the screen left and right respectively, on both world map and in-game. The run and jump buttons, however, can be configured to B and A through the options screen, if you wish.
The world map itself looks fantastic. Its layout is a mix between Yoshi's Island and SMB3; it does have a fairly straightfoward left-to-right structure, a la Yoshi's Island, but the mixing up of bonus Toad houses and secret level gates certainly allude to SMB3. Game plays on the top screen, while the bottom has status-related info, like power-ups on reserves and that really nifty barometer showing how long a level lasts. Although it sounds cluttered, the bottom screen has a clean and simple interface; three Star Coin icons show how many you've collected per level, a big icon for your single power-up reserve that's easy to touch with the finger at a moment's notice, the current world you're playing, the number of lives you have, your score, and the aforementioned level barometer. The level barometer apparently isn't there in certain stages, though, like the ghost houses -- which makes sense, since those levels are meant to be maze-like in structure.
The difficulty has been kept moderate so far; nothing Mario vets can't handle, but there are some really great level designs here. Personally, I think the Fire Flower makes things a bit too easy; it takes away from the platformer-to-enemy ratio, and it's my understanding that bosses can be beaten far too quickly that way, thereby nulling the challenge of head-bopping patterns. There were a few times when I just wished I could forfeit the Fire Flower all together, just to keep the challenge fair and on the level.
Sound effects are taken straight from the classic Mario sound font archives, where you're likely to hear all types of sounds from every Mario game in the past. Music is neat; the remixes are handled nicely, and from I've heard so far, the underground theme, Star Man (which uses the N64/Yoshi's Island variation) and the mini-boss battle theme from SMB3 are all in. There's an interesting new dynamic, where certain items, like the mushroom, and enemies will "respond" to the music's 'wah' sound, either by striking a dance pose or hopping along to its rhythm. It's not just for show, either; that sudden movement shift can really throw your attack timing off!
The NSMB main theme/overworld theme grew quickly on me, and the castle theme is one of the best I've ever heard. I did up a recording of the castle, as well as the first variation of the new main theme:
NSMB - Overworld 1
NSMB - Castle
Saving is handled a la SMW, where you're only given the option to save after mid-level fortresses and the end world castles. You also use your collected Star Coins to open new areas, which in turn allows you to save. It's to my understanding that Nintendo went with this sort of save system to keep the challenge in check, but it's still a bit of a hassle when you want to put the game in immediate suspend mode. I've heard, however, that once you complete the game, the option to save anywhere becomes unlocked.
Luigi is playable right from the start, via a code at the title/file selection screen. Luigi doesn't play differently at all from Mario, and the only difference is his voice. As far as the mini-games and multiplayer aspects, I've yet to touch on those, but I'd heard they're all competitive good fun.