Saturday, August 9, 2014

Is Super Mario World really that good?

It's often called one of the best Mario games ever, and considering Mario is THE best selling franchise in the world, that's saying a lot. This is one of the games that helped codify just what the Super Nintendo was capable of: bright colors, fast gameplay, less glitching, clear sound, and more detailed graphics than the NES or the Genesis. But today we need to ask ourselves a tough question: is Super Mario World really THAT good?



First off, I'd like to admit a bit of bias here. This is the very, very first video game I've ever played, so there's a lot of nostalgia involved here. That said, I am trying to be as neutral as possible, to find a suitable conclusion.

Let's start off with the story. In Super Mario World, Princess Peach got kidnapped...again. Yes, again. For the fourth time, to be exact. So, it's up to Mario (and Luigi if it's a 2 player game) to rescue her. And also, Bowser has kidnapped a species of dinosaur creatures called Yoshis, and he's trapped them in eggs, so once again, Mario and Luigi to the rescue. The plot is paper thin (as expected from an early 90's platformer). This doesn't mean it's a BAD thing that the plot is thin as it is, but the problem is that it's rescuing Peach...AGAIN. This is the FOURTH time Mario and Luigi have had to rescue the Princess (third if you're following the American Super Mario Bros 2 instead of the Japanese one). If this was any other franchise, ANY other franchise, this would have been a strong point for criticism. But, we can't divorce the game from the realities of its launch. This was, after all, 1991. Games were not known for their stories back then, and in all honesty, Super Mario World was a game that focused on gameplay over plot.

Is the gameplay any good? Oh come on, this is a Mario game, of course it's good! The gameplay is simple enough to be picked up by even the most inexperienced gamers (as I was when I was 5), but addictive enough to keep even the most seasoned players interested (as I am today). Mario's movement is fast, controls are tight and responsive, and every level is beautiful to look at. Oh, but we'll be talking about level designs in a while, and trust me, I've words for it. You take Mario from the start of the level to the finish, kill or avoid the enemies, jump over platforms, and collect coins. Some levels contain special enemies, called Bosses, that need to be defeated. Once you reach the final level, you fight the last boss of the game. Beat him, win the game. Simple, but effective.

In the game, you control Mario (if you're player one) or Luigi (if you're player 2). In the original version, there is zero difference between the two except their color (Mario is red, Luigi is green). This would actually be one of the last Super Mario games that would not have any definitive differences between Mario and Luigi, as future games would make it clear the two play very differently (Mario is slower than Luigi and doesn't jump as high, but he skids far less and his jumps are far easier to control). The game contains five power ups and four mounts. The power ups are:

1- The Super Mushroom: a special mushroom that allows Mario to grow twice in size. Defends him from one enemy hit before reverting him back to his small stature.

2- The Fire Flower: Part of a trio of mandatory power ups (besides the Super Mushroom and Starman), the Fire Flower is, arguably, Mario's second strongest power up, and could well be his most useful overall. It allows Mario to throw fireballs at his enemies, eliminating them. In this game, most enemies that can be harmed by the fire flower get turned into coins (there are some enemies, however, that are impervious to the Fire Flower's ability).

3- The Cape Feather: A new power up introduced in this game, the Cape Feather grants Mario a cape, that will allow him to fly for a limited time once he gets a running start. This power up is somewhat of an updated version of the Super Leaf from Super Mario Bros 3, the previous game in the franchise. However, the Cape Feather is considerably more useful in that, while the Super Leaf allowed a limited amount of flight, the Cape Feather allows Mario to fly for far longer and faster. Like the Super Leaf, Mario can spin in place, defeating enemies  with his cape.

4- P-Balloon: In my opinion the worst Power Up in the game, and the rarest as well. The P-Balloon allows Mario to fill up like a balloon and float in the air for a short period of time. During this time, Mario is slower, slightly harder to control (since he is floating in mid air), and worst of all, incredibly vulnerable to enemy attacks. The reason why I think this is the WORST Power Up in the game is precisely because of how vulnerable it makes Mario: it's harder to dodge enemies, and if they hit you, you lose the power up and plummet back to the ground, and that's IF you had ANOTHER Power Up with you. If you used the P-Balloon as Small Mario, if the enemy hit you, you were dead.

5- Starman: The strongest Power Up, once Mario touches this little star, he's invincible for a few seconds. And I mean literally invincible, he can just walk up to any enemy, touch them, and they're gone. Though temporary, this Power Up is guaranteed to make any stage much, much easier.

And here we have the first point of contention the game faces: The previous game in the franchise, Super Mario Bros 3, offered way more power ups, 9 to be exact. These Power Ups are: Super Mushroom, Fire Flower, Starman, Frog Suit (allowed better control underwater), Super Leaf, Hammer Suit (Like the Fire Flower, only Mario throws hammers instead of fireballs, in an arch), Tanooki Suit (Like the Super Leaf, only Mario turns into a statue if he ducks), the P-Wing (allowed Mario to fly indefinitely for ONE stage only), and the Kuriboh Shoe (turned Mario into a shoe, allowing him to stomp on spiny enemies and walk on spikes. Available only in one stage). Did you notice something? Of the nine Power Ups found in Super Mario Bros 3, one of them is highly situational (Frog Suit), two are just altered versions of other Power Ups (Hammer and Tanooki suits), one is good for one time use only, and the last one is found in only ONE level. Meanwhile, Super Mario World was offering less Power Ups, but they were more consistent and far less situational (save for the P-Balloon). Less variety, but more consistency.

The music? It's a Mario game, come on! The music is always, ALWAYS good! Yes, the game's songs are all just remixes of the same beat, but they are good remixes! Here, have a sample:



A very clever thing the game does is that, when you're riding Yoshi, the music suddenly gains a bongo beat!

But what about the levels? Well...here is where I have to admit a personal bias. I would very much like to do a vlog series on some of the most amazing levels found in gaming, a series that details just what makes those game levels so mind bendingly awesome. When I make that series (which may yet be a long, long time from now, sadly), I will not be including ANY levels from this game, because to me, none of them were amazing. Don't get me wrong, that doesn't mean there weren't any great levels, far from it, the game has several good levels to be sure, but I feel like none of them are jaw dropping amazing. For example, I feel the first two levels of the game (Yoshi's Island 1 and 2, played in whichever order you prefer) are simply too boring for being tutorial levels. I feel like, since these levels are replayable, that there is no reason for me to ever HAVE to replay them. The reason for this is because they are too template, too "by the numbers" if you will. It's just taking Mario from start to finish, with very little actual platforming. Yoshi's Island 3, on the other hand, is a great level, because not only are there giant pits to cross (therefore really testing the player's skill for the first time in the game) but there are these platforms that, once you get on them, actually start swinging downwards!

But it seems to me like every time the game offers a fantastic level, it must sandwich it between two otherwise mediocre ones. Yoshi's Island 3, for example, is sandwiched between an underwhelming, flat level, and another short, equally flat level. The challenge and fun of Yoshi's Island 3 is absent, sadly, from the rest of the Yoshi's Island levels. This is terrible, because the original Super Mario Bros never really let up from its challenging level designs, continuously offering the player more challenging levels as they progressed through the game. Allow me to list an example, comparing the first three levels of the original Super Mario Bros to Super Mario World.

Super Mario Bros:

World 1-1: A flat level, enemies are slow and easy to dodge. A tutorial level designed more to allow the player to get accustomed to the controls and explore the way Power Ups are used. One extra life available.

World 1-2: Much less flat, an underground level where a wrong move can lead Mario or Luigi to an early death. This level is much less forgiving than the first, but it rewards players willing to explore by offering them a secret pipe that allows them to skip a few levels towards the Fourth world. You can get an extra life here, if you know which block to hit.

World 1-3: The game already assumes the player is ready for a real challenge. This stage has less Power Ups, smarter enemies, and smaller platforms. The level demands precise jumping in order to progress, and one misstep can cause Mario to die. There are zero extra lives on this stage, and coins are few.

Super Mario World:

Yoshi's Island 1: A flat level, there are several hint boxes that teach the player on the mechanics of the game. Enemies are slow and easy to dodge or kill. There are plenty of Power Ups and it is possible to earn an extra life.

Yoshi's Island 2: An alternative tutorial level that teaches the player how beneficial having Yoshi is. Slightly more demanding that Yoshi's Island 1 in that enemies are a bit faster, but still very manageable. No real challenge to be found here. A minimum of 3 extra lives is attainable in the game, with another one available if the player manages to keep Yoshi through the level, which in itself is an easy feat.

Yoshi's Island 3: Though one can find 3 to 5 extra lives here, this level tests the player's ability to time and aim their jumps with various platforms that spin, shrink, grow, and plummet to the ground. A real challenge, it's the game's first great level. Having Yoshi or the Fire Flower makes the stage much easier.

Easier, that's the word of contention here. Super Mario World is, objectively, EASIER than its predecessors, which required a good deal of skill just to beat (and even greater skill to beat quickly. It is entirely possible, after all, to beat the original game in less than 8 minutes. Doing so requires precise timing, memorization, and speed. No luck involved!) Super Mario World is not just rather generous with its Power Ups, offering at least one per level, but EVERY LEVEL allows the player to earn one extra life, some offering the chance to earn much more than that.

Does that make Super Mario World inferior to its predecessors? That depends on how you look at it. Objectively speaking, Super Mario World is much, much more forgiving than its predecessors. It is very easy to gain 10 extra lives before the very first boss. In comparison, you were lucky to have found 2 extra lives by the first boss of Super Mario Bros. If you're a fan of hard games, then that means Super Mario World would be far, far too easy for your tastes. But, a player that just wants to have fun, not rip their hair out in frustration? Then Super Mario World is up their alley.

Furthermore, just because Super Mario World is easier than its predecessors, it doesn't mean it's not challenging. There are many, many levels that offer a hefty challenge. Likewise, this game is home to one of the hardest levels in the history of gaming: Tubular. This level has to be one of the most frustrating, infuriating, nightmare inducing levels I've ever played. In this level, you have to guide Mario through a giant chasm using the P-Balloon. You can not get hit, because if you do, you die. No ifs, ands or buts about it. One hit, you're done. And no, that P-Balloon is not permanent, you have to continuously replace it before you deflate. To do so, you have to hit the right block and find a new P-Balloon. And all THIS while avoiding flying enemies, fireballs, and other projectiles aimed at you! Tubular is a nightmare, but you don't need to beat this stage to beat the game. Tubular is an extra stage, a special challenge for those looking for a little something extra.

As much as I love this game, it must be admitted that it's flawed, very flawed. Even if the music is great, it gets repetitive after a while, as can the gameplay. And, even if some levels are great, like Yoshi's Island 3, some levels can be rather underwhelming, such as Donut Plains 2 (and underground level) or Valley of Bowser 1 (I can't even remember what that level was). I personally think that this keeps the game from reaching the heights of, say, the original Super Mario Bros, one of the greatest games of all time.

And yet, for all its flaws, the game is still fantastic. It is still a great experience to have, still a fun game to play. A fun afternoon is guaranteed with Super Mario World!

But, the greatest Mario game? No, I can not, in good conscience, say that. I feel the music is too repetitive for such a thing. I feel the level designs are too underwhelming, bosses are much too easy (barring a few that do present a challenge, such as Reznor, even if it is a recurring boss), and all in all, as good as the game is, I don't think it's a GREAT game. And of course, the fact that it immediately follows a timeless classic like Super Mario Bros 3 (of which we will discuss in a future blog) means that the bar is set very high for this game. Even divorcing it from the rest of the Mario franchise and judging it on its own merits, I find that Super Mario World is simply too underwhelming to deserve the accolades it receives.

Now, it's direct sequel, on the other hand...A future blog will be dedicated to it!






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