Super Mario World 2: Yoshi’s Island (SNES Review)

Super Mario World 2: Yoshi’s Island
Platform: Super Nintendo Entertainment System
First Released August 5, 1995
Directed by Takashi Tezuka
and Hideki Konno
and Shigefumi Hino
AND Toshihiko Nakago
Jeez, anyone else? No? Okay then.
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing on Mario Wiki

The phrase “oh baby” has more than one meaning with Yoshi’s Island, though for the purposes of this review, you can safely assume my “oh baby!” is in reference to how overjoyed I am to have changed my mind about reviewing this because OH BABY! What a masterpiece! By the way, like Super Mario 3, my first experience with Yoshi’s Island was on the Game Boy Advance, which has significant changes. Consider this review MOSTLY for the SNES version since I didn’t want to 100% it twice for this review. This is NOT a game you breeze through.

There’s an urban legend that Big Shiggy Style and Takashi Tezuka were ordered to make Yoshi’s Island look like the recently released “hi-tech” Donkey Kong Country, and in a fit of rebellion, they instead told their team to lean extra-extra hard into the crayon look, which got approved by Nintendo. According to the legend, Miyamoto also said Donkey Kong Country was a mediocre game in an interview he did side-by-side with Rare Ltd. founders Chris & Tim Stamper and was generally butt hurt by Donkey Kong Country’s success because it meant that all gamers cared about was pretty graphics. I’d read it myself in a book, but people I trust on the subject say it never happened. Well, the interview didn’t happen at least. As far as the graphics go, to me it sounds like someone higher-up at Nintendo merely floated the question “could you make this look more like Donkey Kong Country?” in the same way you might ask a cop if there’s any way out of a speeding ticket. In other words, they knew it was a long shot but felt they had to ask because it’d make the game more commercial or trendy. Nothing wrong with asking, but Yoshi’s Island was so far into development that it was too late to turn around.

Probably the best animation frames for any 16-bit platformer. Yoshi’s Island isn’t entirely just fun because of personality and charm, but it sure helps.

What it wasn’t too late for was to exaggerate the hand-drawn look. Talk about lucky timing. I don’t know how well the Donkey Kong Country games have aged from a gameplay perspective. I guess I should find out, hint hint. In the looks department, there’s no denying those games have a waxy appearance that doesn’t necessarily feel timeless. Yoshi’s Island is still a damn pretty game to look at even thirty years later. And it DID have a few technical achievements to marvel at. This is especially true of the bosses thanks to the Super FX 2 chip. Instead of doing the traditional “it’s really the background done in a way to make it feel like a sprite” trick, the tech had reached the point where you could do very large enemy sprites, or in the case of Mario World 2, make it appear normal-sized enemies were being transformed into gigantic ones. The twelve big-bosses of Super Mario World 2: Yoshi’s Island are some of the best in ANY game that wears the Mario label. The best boss fights shouldn’t just be challenging, but so fun that they feel like rewards for reaching progress benchmarks, and Yoshi’s Island NAILS IT!

I’m f*cked. Want to know the really embarrassing part? This is a rematch of a fight I already won because I didn’t get a red coin at some point.

But the bosses are hardly the only highlight. Yoshi’s Island features forty-eight stages spread over six worlds, plus each world has an additional level if you finish all eight of its levels with a 100% completion. To do this, you have to get five flowers and twenty red coins in each stage and then cross the finish line (or beat the boss) with all thirty stars still intact. By the way, this is a lot tougher than most modern games because all three extra goals have to be done at once, since the 100% completion is done as an end-of-level score and not as a checklist to finish whenever. If you take even a single tick of damage fighting a boss, you’ll either have to charge-up an egg so that it drops stars or start the fight over.

While exploring the levels and making progress is much slower than most Mario games, the tempo of action happenings is downright frantic and requires quick reflexes.

Finding the flowers/coins isn’t just a formality, either. They require a full exploration of the level, and some are VERY cleverly hidden. Even early in the game, I had to replay some levels to find stuff I missed. They’re not all just laying around like modern Mario games tend to do, and the hunt for them actually enhanced the game in a way that 100%ing other games in this Mario marathon I’ve been on has been. It’s certainly easier to find the red coins on the original console version of Yoshi’s Island. I was startled when I found out that, when you play the SNES version, you can actually see which coins are the red coins. They have a subtle but noticeable tint to them that wasn’t present on the Game Boy Advance port, where you have to use a magnifying glass item to make them pop out. That item is still in the SNES game, but it’s mostly useful for not having to look too hard, and for revealing hidden question mark clouds. In the two screenshots below, there’s two red coins. In the heat of battle, it can be tough to spot.

Acing every level also unlocks unlimited cracks at the end of level bonus rounds, which allows you to stockpile items. I don’t know why they did it THAT way when it makes way more sense to unlock the bonus rounds when you 100% the extra stages since those tend to be really hard. It’s also worth noting that the SNES and GBA games have different extra stages. You’ll forgive me for going off memory on the GBA versions because I figured I’d play Yoshi’s Island for a day and instead I needed three days and in the ballpark of a one hundred lives to get 100% without cheating. Some of the flowers and red coins are pains in the ass to get, but for what it’s worth, both versions have really fun bonus stages. It’s certainly worth the effort.

Before starting this review, I could have sworn that I 100%ed this on the GBA, but now I’m pretty sure I didn’t. Either way, I just 100%ed without cheating. You know, I never 100%ed Super Mario Sunshine either. Oh, and I use control scheme #2, which is where you hold the fire button to begin the aiming cursor and release to fire. I think it’s better for jumping shots.

There’s two major things that stand out to me about Yoshi’s Island. The first is that this game sort of proves the point I made when I reviewed Super Mario Bros. Wonder: you don’t need a busy-work map for a platformer if it comes at the cost of difficulty scaling. Yoshi’s Island has a relatively bland level select screen with linear progression and no branching paths. The extra stages are just that: extras. You can also replay beaten stages as many times as you want if you miss any coins or flowers, but otherwise, it’s a straight line from level 1 – 1 to level 6 – 8. Remarkably, Yoshi’s Island does a REALLY good job of scaling, to the point that I think that it’s worthy of study by would-be platform game designers. Weirdly, the only stand-out scaling problems were with the extra stages. Extra 1 and Extra 2 were far and away harder than the extra stages that followed, especially the second. Meanwhile, I beat the sixth and final extra stage with a 100 score on my first try.

The second thing is that Nintendo clearly went all-in on the idea that each stage has to have its own unique vibe and personality, with plenty of set pieces that are either limited or even one-off. Even late into the game, new enemies are introduced and sometimes get entire levels built around them. You might be racing a gigantic chain chomp, inflating a gigantic balloon that you then ride, or pushing a boulder through a large portion of the map, and even if you’ve seen those mechanics before, they almost always figured out a way to make them fresh again for the next encounter.

I normally hate snow/ice levels, but they’re really well done in Yoshi’s Island. There’s a memorable skiing segment, and even the ski-lifts themselves feature some of the best moving platform design I’ve seen in 16-bits.

The game also tested the limits of its own mechanics many times by using enemy attack formations or their raw physics to introduce new gameplay concepts. Here’s an example late in the game: there’s a flower walled-off in a way where you can’t reach it, and a bandit inside the chamber with it. In order to get the flower, you have to lure the bandit over to the flippers to open them, then time it so you shoot an egg (or watermelon seed) when they open. It’s such a small thing, but there’s PLENTY of examples of how they used the enemies fourth-dimensionally for a lack of a better term.

Now, unlike Mario 3, these are not bite-sized levels. Yoshi’s Island’s stages are pretty damn big, at least relative to other games in the series up to the point this came out. The “bag of potato chips” rule is out because, if a level doesn’t work for you, you’re not seconds away from a new experience. You’re a few minutes, or more since the game actually is pretty difficult. Yoshi’s Island certainly has a slower pace than Mario 3, World, or Wonder, and in fact, I’d say they probably could have cut the level count from eight per world to six. Not that there’s two stinkers per world, because I’d dare to say there’s no “bad” levels in Yoshi’s Island. It’s because the level “types” tend to be stretched thin. In particular, the castle levels, at times, come dangerously close to feeling interchangeable. Okay, so that’s not a big deal, right? The airships were the same way in Mario 3 but there’s still unique and memorable moments in them. Sure, but when a developer is close to perfection, I kind of wish they’d go for it. Perfection is so rare, and Yoshi was within sniffing distance of it.

Yes, yes, we all laughed when Yoshi got stoned. But for all we know, that poor red Yoshi then had to spend 28 days in rehab and several months in a sober living home. #FuzziesAreGatewayDrugs

Not that Yoshi’s Island would be perfect without the vague sense of padding. The physics with Mario’s bubble can be a little unpredictable at times. At one point I shorted a jump over the big blue mouth monster, but even though I was well above the water, SOMEHOW Mario ended up under the platform I was on and in the water, like he flew the opposite direction I was hit from. Then the water monster blocked me from all directions and I didn’t have an egg. Then on top of all that, I screwed up the last-second rescue when I took damage again. I tried to rewind to get a clip of it (I laid that life down afterward so it doesn’t count as cheating) and I wasn’t able to recreate it when I tried from every angle. While experimenting after I finished the game, I realized that I might have shot Mario with an egg at the very moment I lost him while trying to shoot the monster. The egg would knock the bubble low immediately and would combine with the normal knocked-off physics to send him well out of reach. There were several “WTF” instances with the physics. The only reason I didn’t lose more lives is because I used the star items at the last second if I was on death’s door.

But the level padding and the bubble physics are VERY minor complaints. Yoshi’s Island really is a fantastic video game. The use of the eggs as projectiles is so well done, and it’s especially satisfying to treat the level layouts like a billiard table and hit off-the-wall shots. The level design is consistently clever throughout. Yoshi’s Island also has a very large, very memorable roster of basic enemies, most of which are squeezed for every drop of gameplay they could get, including gimmicks with the movement physics that you just know they didn’t intend at first. This feels like a game where the people making it were saying to each-other “hey, look what I found out you can do!” a lot. Like Mario Wonder, nearly every square inch of Yoshi’s Island feels like a labor of love. There’s NOTHING cynical about Yoshi’s Island. Which is funny because half of the four directors split for Mario 64 in the middle of development. From everything I’ve read about this game, it sure seems like Nintendo didn’t have high hopes for Yoshi’s Island. And it’s one of the best games Nintendo ever made, go figure.

“Baby Mario, I failed you.” “Well Cathy, maybe you’ll be reincarnated as SOMEONE WHO CAN SHOOT STRAIGHT!”

If Yoshi’s Island counts as a “Super Mario” game (it really shouldn’t) then it’s in the discussion for the 2D G.O.A.T. of the franchise. Win or lose, there’s a legitimate case to be made that it’s better than Mario Wonder. I’d even concede the action is better, and I like a LOT of action with my platforming, but it’s also no slouch in the “games as a unique experience” category. Finally, I’d say Yoshi’s Island probably offers players more flexibility to create their own strategies with the combat, and there’s plenty of situations where using your banked items is mighty tempting. It helps that the egg-aiming, which could have turned out complicated and unwieldy in the wrong developer’s hands, is actually intuitive and easy to get the hang of.

Besides the helicopter, I didn’t love any of the Yoshi vehicles. The train was my least favorite because there’s just no excitement to it, which hurt because Yoshi’s Island is a game that usually stays pretty exciting at all other times. I hated the sub too, especially the insane recovery time when you take damage with it, but at least there’s combat and a sense of urgency. The trains don’t even successfully pull that off even with a time limit.

I’m still leaning towards Mario Wonder, which controls better, cuts a better pace, and has far more big-scale stand-out moments. Yoshi’s Island makes the most with its base engine, but Mario Wonder practically lives off the beaten path and doesn’t have to obey its engine. Again, win or lose, we have to debate it even though it’s not really a Mario game. Yoshi’s Island is a game so good it forces the debate, and it forces itself into the Mario discussion whether it makes sense or not. You know, I think that should count for something! How many games can you honestly say force themselves into the GOAT debate for a franchise they don’t even really belong to? It’s maybe a one-off achievement. If you find that whole “is it or is it not a Mario game” debate silly, first off, (blows raspberry) and second, FINE. How about “Yoshi’s Island is in the debate for best overall SNES game” and it has a VERY strong case.

“Okay, NEW PLAN! Everyone gather around. You too, chain chomps! Okay, my plan is a bit out there, but hear me out: what if, in all future encounters with Yoshi, we just make the courses and mechanics he has to travel to save the day so uninspired and boring that nobody will bother to finish the games? CAN’T LOSE TO YOSHI IF THE PLAYERS GET BORED AND QUIT!”

There’s also a sadness to Yoshi’s Island, because it’s not a real Mario game. It’s only in the debate because of the “Super Mario World 2” part, but really this is the launching point of a franchise that, frankly, has not blown my socks off. My first Yoshi game was Yoshi’s Story, which was the first game I got after Ocarina of Time. Okay, that’s a tough act to follow, but Yoshi’s Story was a game that I did not like at all as a 9 to 10 year old child. It felt like a baby’s game, and was one of the first games that made me realize not every first party Nintendo game would be one I would enjoy. It’s like the gaming version of finding out Santa isn’t real. Later, the Nintendo DS and 3DS games were VERY bland, and the two console games, Wooly World and Crafted World were just sort of okay. Thirty years later and Yoshi’s Island is the one franchise-launcher in the Nintendo catalog that still stands tall as the best game in a franchise that’s had a lot of games. Maybe retro fans will celebrate that fact, but I won’t. I think celebrating a great game for being a great game is awesome. It’s what I love most about doing this blog. But I also hate the idea that a thirty year old game might never be topped. That’s not an achievement. That’s a tragedy.
Verdict: YES!

Super Mario Bros. Wonder (Nintendo Switch Review)

Super Mario Bros. Wonder
Platform: Nintendo Switch
Released October 20, 2023
Directed by Shiro Mouri
Developed by Nintendo
Listing at Super Mario Wiki

$59.99 paid for Mario’s visit to the Betty Ford Clinic in the making of this review.

It took 38 years but Nintendo finally figured out to just run with the “Mario on Drugs” joke.

The above screenshot is from the second level in the game. During the first stage, I was worried that I was heading for another New Super Mario Bros. “I guess this just isn’t for me” experience. And then in the second level, I dropped acid and the piranha plants started singing and having a parade, and I was hooked. Oh they don’t call it “acid.” They’re called “Wonder Flowers” but they have a psychedelic glow to them and they do things like make the pipes come to life like they’re inchworms or cause missiles dropping rainbow smoke trails behind them, and yes, even make you see dragons. This isn’t symbolism, people. This is as on the nose as it gets, and I’m there for it.

The only proof this isn’t really drugs: Mario actually caught the dragon.

For a while, I really thought Mario Wonder was cruising to the title of “best 2D Mario game” with no if’s, and’s, or but’s about it. This was based largely on the stellar level design and batsh*t insane Wonder Effects. But some really head-scratching decisions made it an actual debate, which I’m grateful for because this would have been a pretty boring review for me otherwise. Which isn’t to say you can get bored playing Mario Wonder. Oh no. This is far and away better than any of the games in the New Super Mario Bros. franchise and a return to form for Mario as a 2D gaming stalwart. MOST of the levels are pretty damn amazing, and the three new power-ups are a lot of fun to use. I can’t really pretend this wasn’t the absolute best time I’ve ever had with a 2D Mario game, even with all the problems. Actually, the levels are so phenomenal that it’s kind of shocking the game did anything wrong at all, but it did.

The “Mario on Drugs” stuff really isn’t helped by the fact that the screen becomes trippy during the Wonder Effects. Again, this really isn’t winking. This is a drunk tapping you over and over saying “DO YOU GET IT?”

For one thing, the levels don’t scale right at all, nor are they ordered correctly. In the Magma World, there’s a level where evil popcorn kernels walk across giant rocks that heat up and cool down, and if they touch a hot surface (or are shot by a fireball) they pop and become evil popcorn. But, you can permanently deactivate the heating rocks by hitting them with water, either by throwing a pot of water at them or using Elephant Mario’s ability to store water in the trunk and spray it. It’s a fun stage, but then the stage you unlock is one of the “break time” stages. These are tiny micro levels that have a gimmick attached to them, some of which aren’t even real challenges and are just for funsies type of deals. Well, the break time stage in question is like a tutorial type of stage for the whole “get water on the heating/cooling rocks” concept. That’s not an exaggeration, either. It’s genuinely the type of brief micro stage that you would build to introduce a brand new gameplay concept, except you just finished a massive, difficult world built around the mechanic. What the hell?

This is the big stage in question. I had to beat it a third time to get the hidden exit, which a couple stages in each world has. Mario Wonder, from a pacing point of view, is heir-apparent to Super Mario World. They even have the same initials. Except they don’t because it’s not “Super Mario Wonder” but rather “Super Mario Bros. Wonder.”

I don’t want to imply that the “Break Time” or “Badge Challenge” micro stages are a complete disaster, because that’s not the case at all. Some of them had me smiling ear-to-ear. But the structure of the game, or rather the lack thereof, causes a lot of pacing problems. Sometimes the overworld maps are walled-off and sometimes you’re free to wander off the paved pathway and take a large cluster of levels, full-sized or micro, in any order you want. You also can’t rely on Wonder’s built-in quick travel to give you a proper level ordering either, because it always puts the full-sized levels ahead of the micro-levels. There is an attempt to tell you the scaling. The levels are given a one-through-five rating on their challenge, but I really didn’t feel they were accurate. I beat many four star levels on my first life and died a lot on plenty of two star stages.

Where you’re free to roam around the map, there’s lots of hidden stuff. Rarely a stage, and more typically Captain Toad who gives you 50 purple coins. Since you’re practically picking purple coins out of your ears, I don’t think the trade-off of a less logical level progression was worth it. I’d rather have the game follow a semi-strict linear progression with the occasional branching path. If 1991’s Super Mario World can do it brilliantly and still offer a sense of exploration and discovery even with paved pathways, then it’s proven that there is no need to suddenly allow players to walk around the map.

It feels like the developers just threw together the game’s courses and couldn’t decide on an order, so they gave up on the process almost entirely. But the example in the lava world I cited above was one of those pathway parts of the map. It wasn’t MY choice for how it played out. It was the development team’s choice. This isn’t a nothing-burger complaint, either. Pace and tempo matter a great deal. I put a very high premium on a game’s maintaining one consistent tempo of quality, and Wonder is all over the place. And some of the “break time” levels really are a complete waste of time, offering neither quirkiness nor challenge. It’s been a long, long time since I played a modern Nintendo game that had so many aspects of it that felt like placeholders for something bigger that just never got finished. They also should have probably somehow incentivized the badges that are outright handicaps. The one I hated the most sees you perpetually bouncing. I would never use it voluntarily, but they could have easily added some post-game content just by offering rewards for beating specific levels with specific badges. Without that, most badges will go completely unused outside of their micro-stages.

The new bubble power offers the same type of instakill satisfaction of the classic Super Mario fire flower (which is also in this game) but with the added benefit of being able to use the bubbles as boosts for your jumps. But, what really makes it work well is that it’s not effective enough to be able to use it to cheese stages. Its usefulness for platforming, even in multiplayer, is very situational, but in a good way. Actually, none of the power-ups are overpowered. There’s no p-wings or hammer bros. suits to wreck the difficulty curve. Probably a good thing, since Nintendo screwed the pooch on curve from the format alone. Also, since I couldn’t find a spot to talk about it, the drill power is one of the most satisfying Mario powers when you do a Bugs Bunny attack on enemies. Ain’t Mario a stinker?

And while I’m complaining about things, Mario Wonder has the typical mediocre 2D Mario bosses. Yeah, yeah, I know I’m deeply in the minority on that opinion, but I just never enjoy the traditional Mario “jump on the head” boss fight style. I can, and have, enjoyed it in other games, but for some reason, it’s always a letdown for me in a Mario game. Maybe it just doesn’t feel like it matches the epic scope and scale of the worlds themselves. But the fights with Bowser Jr. in Mario Wonder, even though it tries to change up the formula by giving the battles the “Wonder Effect” after the first hit, never felt big or climactic to me. I couldn’t wait for them to be over with and my motivation for them was purely “I don’t want to go through this again.” Hell, the “bosses” of the airships are a literal single button that must be pressed, and the act of getting to that button was so simple and easy to bypass the “logic” of the chamber, especially if you have a badge that boosts your jumping ability, that I was always startled that the fight was over when it was. I guess I just assume based on the enjoyment of the levels that they’re capable of better bosses.

I don’t think this was the wisest spell to cast, Bowser Jr. It’s right up there with Ralph Wiggum getting the first swing of the sword and stabbing himself through the heart. Holy crap, Bowser Jr. IS the Ralph Wiggum of Nintendo. I just spent five minutes staring off into space, imagining the implication of that. By the way, Mario Wonder’s co-op doesn’t have the old fashioned New Super Mario “bounce off each-other” mechanics, and so I actually had a really great time playing co-op with Sasha.

There’s fifty-six total Wonder Effects throughout the game, but a lot more levels than that, so many effects repeat, and not every effect is a winner. Some are typical video game stuff, like running away from the giant spiked ball, or even returning an old Mario item like Balloon Mario from Mario World. Others are more outlandish, like requiring you to jump in sync with a musical beat or answer trivia questions where, if you look closely, the things doing the trivia look kind of like the viruses from Dr. Mario. All of the Wonder Effects are fun, truly! Well, they’re fun ONCE, and if they were each unique to a specific stage, I wouldn’t even have this paragraph. But I grew bored with several effects. The most annoying repeat is “Wubba Mario” which they must have been really proud of because all four of its appearances happen around the same time and it’s even highlighted in a story-driven level where you rescue a bunch of trapped miners. But it’s really nothing special. I’ve played plenty of games where you’re a sticky mass that sticks to every surface. This has been done, and yet they gave this over to a not-unsubstantial portion of the game, and I kind of hate that they did that. The kids loved it, though.

And actually, I think the levels with Wubba Mario were some of the weaker ones in Mario Wonder. Between its four appearances, they could have constructed one ultimate level that took all the best bits of them and made a full stage out of it, and it would have been awesome and welcome. Or hell, spread it out! It’s a great big game. Nope. It really does kind of hit close to four in a row and it just kills the excitement of getting Wonder Flowers. By the way, you then have to repeat one of those levels, literally just play it one more time, to open the path to that world’s Special Stage level. It might be the best 2D Mario ever, but Super Mario Bros. Wonder is NOT perfect.

There’s also an “easy mode” in the form of the Yoshis or Nabbit, who only can die from things like lava and pits, but enemies don’t damage them and Nabbit doesn’t even get stun-locked. This is important, but first let me say that, like Super Mario World, there’s a bonus Special World where every stage is designed to be extra difficult. When I reviewed Super Mario World and didn’t struggle all that much with Special Stages (which, for the record, I did, the first time I played the game as a kid), someone said “have you considered that you’re just really good at video games?” Which is flattering, but if it were true I wouldn’t have needed over one-hundred combined lives over the course of three days just to beat this one level:

This is one of those levels where whole new swear words had to be invented. I think I got up to eleven syllables for one of them.

It’s called “Special Climb to the Beat” and allegedly jumping to the rhythm is the key to winning. Okay, so I’m tone deaf and I have shaky hands, so this was fated to be my mortal enemy anyway, but it also annihilated the kids too. I sincerely thought I would not be able to finish the game.  I actually finished this review, but that niggling little voice that says “come on, you’re so close to acing the game” started screaming in the head, and I did eventually get to the top. And by the way: I HATE that getting the top of the flagpole is one of the requirements for 100%ing the game, because when I had to replay a few levels to unlock the ultimate final challenge (which is just a marathon of using ten of the badges, though there are a few checkpoints so it’s not THAT bad), for a few of them, the only thing I was missing was touching the top of the flag. There’s nothing worse than replaying a full stage just to do one thing at the very end differently. Anyway, back to the problem with the Yoshis and Nabbit.

Finally!

After beating the wall-jumping stage from hell, Sasha hopped on for co-op, and in fact, we beat four of the Special World levels on our first attempt WITH the purple coins and flagpole. But this is not a +1 in the “maybe she’s just good at video games” pile because co-op made it kind of easy AND the Yoshis made it even easier. Sasha, playing as Yoshi, could not be killed by enemies, and if only one of us was dead, we could come back to life just by our ghost hitting the other within “five seconds” but it’s really closer to eight or nine seconds. So after that stage that killed me a ton, we sort of flew through the Special World. If it took us twenty minutes total, I’d be stunned. Solo? Oh, these stages are brutal. But in co-op? We both died a lot AND beat the stages on our first try. Also, the Special World really isn’t THAT special. What made the Special World stand out in Mario World is that the levels were weird, experimental, and crazy. Well, that’s sort of the whole game of Mario Wonder, isn’t it? Wonder’s Special World stages are harder, but they’re not creatively better because the whole game is this kind of weird, experimental, and crazy.

Now here’s the good news: when Mario Wonder is at its best, it’s pure gaming euphoria. Well, I’d hope so since that’s sort of the point of drugs. One of the many reasons it stands tall over the New Super Mario games is that those always felt like they used the original 8-bit/16-bit games as little more than a checklist. “These are the things we need to put into the games, because nostalgia.” Not Wonder, though. It feels like it used the original games for inspiration to do a game that feels modern and not like a throwback. Which isn’t to say that the games don’t fit with those. The jumping physics are as intuitive as Mario World’s. The cast of enemies is right up there with Super Mario 3’s. The effort made to give each stage its own personality also matches Mario 3’s, and that’s where Wonder really shines. It feels like a true evolution instead of a cash-grab homage.

There are multiple levels in Mario Wonder that are very obviously not designed with co-op in mind. I’m totally fine with that because, say it with me: CO-OP RUINS EVERYTHING. One of the reasons the New Super Mario series is so f*cking bland is because Nintendo put such a heavy premium on the co-op gameplay that came at the expense of the single player experience. Every single stage had to work with four players bouncing off each-other. They clearly didn’t give a crap about that with Wonder, because levels like this one, where you launch super high with each jump, caused more fatalities than a Mortal Kombat tournament. I’m all for it, too.

Like Mario 3, if any stage doesn’t “do it” for you, that’s fine because you’re one stage away from a completely unique experience. Even if the Wonder Effect is a repeat, how the stage is built, and the ebb and flow of it, will almost certainly feel like a one-off. It must be hard to do, because there’s not a lot of 2D platformers that can maintain that for the full length of the game. Even Mario World didn’t completely succeed there. With Mario Wonder, Nintendo has now done it twice in this franchise (probably three times since Yoshi’s Island kind of did it too).

Yes, yes, we all liked Limbo, Nintendo. I wonder if the elongated Mario being framed in silhouette like this was a joke against Limbo the indie game and limbo the thing drunk people throw their backs out doing. “Limbo under the bar when you’re stretched out like this, bitch!”

Super Mario Bros. Wonder is the polished, modern Super Mario Bros. 3, and to a lesser extent, Super Mario World. What stood out to me in Mario 3 is how, in retrospect, Nintendo did a pretty poor job of incentivizing exploration of the stages. They jammed plenty of content if you do explore, but didn’t effectively corral players into it. The most important question a game designer can ask is “why?” As in “why would players find this stuff?” And I don’t think “just because” is a good answer. I don’t think Nintendo knew that “WHY?” was the be-all, end-all design question in 1988, but they sure did by 2023. Mario Wonder is the most effective 2D Mario for convincing players to see everything through natural gameplay mechanics. They asked themselves “WHY?” and came up with answers, and as a result, for all of its glaring flaws, Mario Wonder is the best 2D Mario game. Sorry, Super Mario Bros. 2 and ROM hacks of Super Mario Bros. 3, but you’ve finally been beaten.

As I stated in my Super Mario Advance 4 review, Mario 3 was a game made in Nintendo’s adolescence. As amazing for its time as the game was, it was also still a game being made by people who were still learning how to develop “Nintendo” style games. Almost exactly thirty-five years to the day after Mario 3 released for the first time and Super Mario Bros. Wonder hit stores, and it’s a game made by Nintendo designers who have graduated as game designers. They know what they’re doing now. They ask “WHY?” a lot, and they understand how to maximize every gameplay mechanic. Mario Wonder IS Mario 3, all grown-up. The irony is, there’s still a lot of gamers out there, 50-somethings, who insist they will NEVER play “modern crap” because they just know in their heart the classics can never be beaten. They refuse to grow up, and I’m very happy the people designing games at Nintendo aren’t like them. Growing up ain’t so bad after all.
Verdict: YES!

They really did need better unlockables than this, though. Couldn’t they have given costumes for the characters?

Super Mario World (SNES Review)

Super Mario World
Platform: Super Nintendo Entertainment System
First Released November 21, 1990 (JP) August 23, 1991 (US)
Directed by Takashi Tezuka
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing on Mario Wiki

Is Mario pointing at what to eat or is he slapping the side of Yoshi’s head? Because if it’s a slap, and since all dinosaurs are birds, is this just the first step towards preparing a meal of foie gras?

Gosh, uh, this is awkward. Because when I reviewed Super Mario 3 last week, I said that Super Mario World was the gourmet meal to Mario 3’s bag of highly addictive potato chips. Now that I just played through Super Mario World using the same rules as the other games in my Super Mario 40th Anniversary Marathon where I have to play through every level without using any items to bypass the action (see my reviews for Super Mario Deluxe, Lost Levels, Doki Doki Panic, and Super Mario Advance), I really thought I would enjoy Mario World’s level design the most of any “traditional” Mario game. Super Mario 2/Doki Doki’s level design is hard to top, but that’s a totally different style of game. I thought Mario World was the peak of “pure Mario” design and I would have the time of my life studying it. Well, I didn’t. It wasn’t that I was bored playing Mario World, either. It’s awesome. One of the best 2D platformers ever made, easily. Even needing to immediately replay some levels so I could score a 100% didn’t bother me at all. But the massive upgrade over Super Mario 3 that I remembered never showed up. What just happened?

Remember kids: pick the middle file or they win.

For years now, I’ve always held World up as the benchmark of platforming mechanics. THAT I’ll still stand by that. Super Mario World has the most intuitive jumping physics of ANY Super Mario game, 2D or 3D. It’s so intuitive that you can launch yourself off Yoshi, fly through the air and hit a question mark, and then stick the landing on Yoshi’s back without even needing to really think about it. It becomes second nature in record time. Okay, so the cape takes practice, but it also offers a lot more versatility than the raccoon tail. It can also be used to bypass large sections of the game. More on that later. But the point is that Mario World is the most polished 2D playground that ever existed up to this point. You’re provided the tools to make the controller vanish in your hand. You can tell that Nintendo realized they had to make the best controlling platformer ever in order to make sure players adapted to the new six-button SNES controller, and they nailed it. The controls are perfect.

Like Mario 3, I found the bosses overall to be weak. Before the Bowser fight, I guess I liked the Reznors the most. It’s really not that different in the way you fight it than, say, dealing with Hammer Bros. in any other Mario game. But it’s staged differently and it works. The first time, at least, but then an identical fight happens three more times and the thrill is lost.

The levels are less than perfect. Oh, they’re certainly better than Mario 3’s. Most of the seventy-three full-sized stages are bigger in scope and scale than anything in Mario 3. They also better incentivize exploration. On the map screen, you’ll notice that normal levels have yellow and red dots. Stages with red dots have two exits, and acing the game requires you to not simply beat every stage but find every alternative exit. But, only a little over a third of the levels actually utilize that, and if you miss an exit, the game doesn’t tell you. After I thought I had everything, I played the second form of the Bowser stage, won the fight, and then reset the game after the credits to find out I had 93 out of 96. I found two exits I was missing, which got me up to 95, but then I was stumped. It was actually Star Road 3, which can be beaten in about three seconds. I just never crossed the tape on it. But I had to figure that out on my own. It didn’t indicate which levels I’d found everything on.

The haunted ship feels like a missed opportunity. It’s just an underwater ghost house that doesn’t utilize the maze concept as well as it should. Simply swimming around enemies isn’t as exciting to me.

The actual gameplay is also a clear upgrade over Mario 3. Okay, so I don’t think the cast of enemies is quite as memorable as Mario 3’s. The dinosaur-themed basic enemies just don’t feel very Mario-like. Even though the Adventure Island games don’t really use evil dinosaurs, the dino-cast part of Mario World’s roster feels like it would be more at home there. On the other hand, Mario World’s non-enemy obstacles are stellar. It has a much wider variety of indestructible hazards, and with the new spinning jump, you might even be able to use them to your advantage. Like in this level:

You could play it safe, like I did this time. Or you can throw caution to the wind, take a deep breath, and do a running spin jump and try to bounce across them and hope like hell you’ll eventually reach land, and it’s exhilarating. Or you can use Yoshi to do it since Yoshi’s feet are immune. Speaking of Yoshi, this was his debut game and he’s a lot of fun to use. He also adds an interesting risk-reward dynamic to the exploration. It’s tougher to explore with Yoshi. You can’t climb vines with him. You can’t use the cape’s parachuting mechanic with him. That’s one of the biggest differences between Mario 3 and this game: there’s a lot more consideration for tempting the player to choose the wrong thing. Instead of the game funneling you by providing you with the exact right tools you need, it might do something like offer you a fire flower when you really need the cape. There’s small hints of this in Mario 3, but it happens constantly in Mario World, and I love it for it.

YOU ARE A SUPER……. OVALTINE DRINKER?! Son of a bitch!

So why didn’t I have as good a time as I thought I would? Maybe Mario World is just a one-and-done experience, and I’ve done it before. Unlike Mario 3, I remembered where almost everything was. Even if I didn’t remember the specific locations of keys or the solutions to the Ghost Houses, I remembered enough to have a general idea of what I was supposed to do. Worst case was I mixed up the solution for one ghost house with another, which I did a couple times. Otherwise, I apparently didn’t forget anything about Mario World. Okay, well, how much difference could THAT make? After all, Super Mario 1 and Super Mario 3 offered me no surprises either. Well, except for one key element: challenge. Mario World didn’t. I died four times this entire play session, and two of them were in the “Special Zone” area. All but one death was the result of mistimed jumps. I even stuck to the rule of playing the levels instead of bypassing them with the cape, and I just utterly shredded Mario World. It’s too damn easy. I had the max 99 lives before I even got out of the third world.

You know the bonus stage that you get for breaking the tape, pictured above? After a while, curiosity got the better of me and I tried to see if I could not win any lives playing it. I needed eleven total cracks at it before I finally did it. Twice I got one life, and every other time I deliberately tried to lose, I got two or more. I couldn’t even lose a mini game on purpose. Yeesh.

I think the reserve items were a bad idea in general. But, I also think the cape is too powerful and allows you to cheese stages too easily. Mario 3 had a similar problem with the raccoon tail, and while I noticed Mario World did a better job of limiting places you can build-up a running start, if I had wanted to I could have easily skipped several sections. It got me wondering if flying is a good idea at all in Mario games. If you’re going to do it, the way Super Mario 64 did it seems like the best way to handle it. Instead of the flying cap being a permanent upgrade, you have a time limit to accomplish what needs to be done. It seems like work, because I had very few “cheer out loud” moments with the 2D flying sequences, but plenty with the cap in the 3D game.

It’s no coincidence that the most exciting flying sections in the game, at least for me, used the balloon, which has a strict time limit.

Mostly, I think it’s because Mario World is more of an experience than a game. As colorful and interesting as Mario World is to just gawk at, you just have too big an advantage over it even if you force yourself into the thick of battle, especially if you know what’s coming. So this leaves me in a weird position where my gut still tells me that Super Mario World is the better game because of the more elegant level design and historically great play mechanics, BUT, it still wasn’t the game I enjoyed the most during this marathon. That still belongs to Super Mario Advance 4: Super Mario Bros. 3, and not just for the eReader levels, either. Subtract those and I still give the slight edge to Mario 3 based on the fact that I couldn’t just sleepwalk my way through it. I might have had more fun playing Mario World over Mario 3 in 2003, but in 2025, my replay of Mario 3 required me to actually focus and think about what I was doing. It’s something I just learned: challenge matters more the second time than the first. It’s the real replay value.

The one and only boss in the game that ticks all the boxes (except maybe challenge) is the Bowser fight. Mario World has TERRIBLE boss fights, right up until the finale, where Bowser has a memorable design and a fun way of attacking him. Each of the six shots you need to land on him feel great. If you ignore “the weird one” in Mario 2, this is the first truly great Mario boss.

I had the same problem with Shadow of the Colossus once, too. The second time I played through it, even though it was as good as I remembered, it wasn’t as fun as I thought it would be, either. Maybe that’s the paradox of historically great games. Once a game reaches the status of “unforgettable” in the literal sense, it actually becomes harder to hold up to replaying. That’s because all that’s left is the base challenge the game has. So while Mario World is truly excellent the first time around, it’s never going to come close to being as enjoyable because too much of it is based around the sense of discovery or other surprises. Besides the cheesable stuff with the cape, it doesn’t even really lend itself to the type of scrutiny that comes with reevaluation because Super Mario World is so damn awesome that it’s almost boring to reevaluate. Almost.

I still loved the “find key and insert it into keyhole” bit but that was quite muffled by the fact that most of the keys are right next to the hole. This feels like Mario World’s biggest missed opportunity to crank-up the difficulty. Just place the keys further away from the holes.

Again, I had fun yesterday. It’s hard not to when the controls are this perfect and the gameplay is as fine-tuned as you see here. I just didn’t have as much fun as I expected. So I can take the glass half-empty approach and say that Mario World has too many slow and dull auto-scrolling levels and not as strong of a basic enemy roster as Mario 3 so I may have overrated it before. Or I can take the glass half-full approach and say that Super Mario World is so well made that it’s perfect your first time playing and doesn’t lend itself to fun retrospective looks. I’ll go with Option B because that way it’s not my fault I didn’t have as much fun as I wanted.
Verdict: YES!

Super Mario Advance (Game Boy Advance Review)

Super Mario Advance
Platform: Game Boy Advance
First Released March 21, 2001
Directed by Toshiaki Suzuki
Developed by Nintendo
Available with a Switch Online Expansion Pack Subscription
Listing on Mario Wiki

Oh, sweet Clawgrip. How did they ever do Doki Doki Panic without you?

I’ve already said everything I need to say about what masterpieces Super Mario Bros. 2 and Doki Doki Panic are. All that’s left is the game that introduced me to that world, which I first played in the wee hours of the morning following the GBA’s launch. I probably clicked-on my GBA at around one o’clock in the morning on June 11, 2001. At about 1:01 A.M. I was probably red in the face angry over how sh*tty the GBA screen was. It didn’t matter how many launch games I got, because I could only see two of them: this and ChuChu Rocket. It’s funny that I look back on 2001 with such fondness, because two of the three major launches SUCKED! My hands were too small to properly wield the Duke, and I couldn’t see the GBA’s screen. At least the Xbox issue was fixed by my father snagging an imported S-controller for me relatively quickly. Nothing could save the GBA though.

I wasn’t even into puzzle games during this era, but I liked the versus mode of ChuChu Rocket, which was the first console game I ever played with online play. Except it had seriously horrible, ruinous lag. That was fine. On Dreamcast, I played the hell out of this against CPU opponents, which is why I wanted a copy for my new portable game device. Would have been nice if I could have seen the screen. ChuChu Rocket, like Super Mario Advance, is pretty bright, but still not bright enough to overcome the GBA’s horrible original screen.

I was pissed because the game I had actually been hyped for, and the one that was the first game in my brand new Game Boy Advance, was Castlevania: Circle of the Moon. I can’t believe there’s apologists for the GBA screen, because I thought it was un-f*cking-playable. Circle of the Moon was clearly not fine-tuned for THAT screen. I’m actually certain the only explanation was the development team didn’t know the screen wouldn’t be backlit. Meanwhile, ChuChu Rocket was obsolete because I already had a version of it that I could, you know, actually see! I wanted ChuChu Rocket for car trips, but even in sunlight, I thought the screen sucked. So the only reason why the GBA’s launch wasn’t a complete letdown for me was Super Mario Advance. Even though I really enjoyed it, I had no idea what Super Mario Bros. 2 had actually accomplished. To my credit, I was still 11, about to turn 12.

If you want to be mean about it, you can steal Birdo’s bow. They should have had it get pissed and fire eggs like a machine gun if you do this.

In that original 2001 session, I remember thinking that Mario Advance was maybe the easiest video game I’d ever played up to that point. I’m pretty sure even back then I didn’t die more than a couple times, with world 5 – 1 and 7 – 2 being the only levels that got me more than once. I only remember one specific death: when the door came flying at me right before the Wart battle, I was so startled that the damn thing killed me. Otherwise, besides the odd jump to my death, I quickly got through Mario Advance, and while I enjoyed IT well enough, I enjoyed the squinting required to play it so much that my GBA went into a drawer, pretty much never to see the light of day again. I never got another new game for that model. I was excited for another installment of Pokemon, but when those came out, so did the GBA SP, and the Game Boy Player followed soon after. So really, the only game I ever played with my original GBA was this one, and while I really liked it a lot, it wasn’t exactly like it blew my mind. I think the reason it didn’t was entirely that f*cking screen.

The funny part of that story is that I had no idea that Nintendo had actually made this version of Super Mario Bros. 2 unfathomably easier than the already pretty damn easy NES original. How?

  • They added a third hidden mushroom in every stage, so now your max health is five.
  • Health refills are just sitting around pretty much everywhere.
  • Including inside boss chambers.
  • And you get health refills for every thrown object (be it an item or enemy) that results in a kill combo of two or more. The POW blocks are the exception to this.
  • Just the act of throwing the new giant Shy-Guy, even if you throw it at nothing, gives you a heart every throw, meaning every single appearance by them is basically a full life refill.
  • There’s significantly more enemies, which sounds like it should make the game harder, but instead, they’re there specifically to be combo victims. That means even more opportunities for health refills.
  • They’ve significantly increased the amount of weapons you can pluck from the ground.
  • And they added more weapons tailored towards mass destruction of the enemies.
  • They also added many more extra lives in the stages.
  • They made it so you can bet all your coins on a single spin of the slot machines, paying off tons of lives if you win.
  • A kill combo five gives you an extra life.
  • Plus you get an additional extra life for every enemy after five.

There’s just no way I can spin these decisions in a way that makes logical sense. This goes beyond simply nerfing Super Mario 2. This is like full-on baby proofing of a game to a level never before done, unless you count emulator stuff like save states and rewinding. If you manage to Game Over playing Super Mario Advance, you should seriously consider another hobby because this gaming thing just isn’t going to work out for you.

The Birdos especially get it bad, as there’s usually additional weapons in their chambers AND life refills.

Everything I disliked about Super Mario Advance as a soon-to-be 12 year old is still 100% accurate. I’ll tell you this: if you have a REALLY young child, you might want to consider this as the game to break them into platform games, or even gaming in general. I mean, it’s colorful, has a wide variety of levels and enemies, tons of stuff to do, memorable characters, satisfying bosses, controls like a dream, and it’s basically the most easy video game this side of playing Pong against someone with a broken paddle. If you’re a challenge seeker, there’s nothing here for you. Okay, so the whole “games an experience instead of a challenge” is my driving force, and was my driving force even back when I was 12. But there’s SOME limit to that. Games need to push-back. Mario Advance is the game that not only doesn’t push back, but it practically switches sides and pushes with you against itself.

It wouldn’t be until years after it launched that Mario Advance grew on me. I’d just finished Mario Galaxy and realized I’d never REALLY played Super Mario Advance 4: Super Mario Bros. 3. After that, apparently I still had to work Mario out of my system because I played Mario Advance 1 again. Back then I DID NOT replay games once I finished them. That just wasn’t something I ever did. But my Mario Advance experience had been tainted by Darko Nintendočić, so I popped it in my Game Boy Player. It was almost like it was divinely inspired, because I remember thinking “how did I never notice this game is f*cking brilliant?” I hadn’t aced the game the first go around and didn’t expect to this time, either. But I did. Every Advance Coin. Every Yoshi Egg. Okay, the Advance Coins weren’t THAT hard to find and neither are the Yoshi eggs. Why it matters is nabbing a 100% completion means playing EVERY level.

In a sense, the Yoshi egg hunt could be considered the game’s “hard mode” since the eggs replace two of the mushrooms. This would be swell, except they’re almost always hidden close by where the mushrooms they replaced were originally found. Plus you have to unlock the egg hunt by beating the game. Thankfully, you don’t need to nab every Advance Coin to do this, something I forgot. I wish I had just warped really quick to the end, but I didn’t. I beat the game with Mario, and realized quickly I didn’t want to get every egg again. I think I’ve overdosed on Mario 1 & 2 and need to move on.

In my first replay of Mario Advance, I enjoyed experiencing all twenty levels so much that I was crushed when I found out getting a 100% completion didn’t unlock more content. I was blown away by how all twenty of them feel completely unique from each-other, and how playing them with each character also changes the, for lack of a better term, personality of each level. I came to realize that they really went all-out on the layouts and enemy design and fine tuning the controls for the characters. Mind you, it wouldn’t be until decades later, when I played Doki Doki Panic, that I realized how truly fine-tuned it actually is. I think that actually speaks volumes about how good Super Mario Bros. 2 is that so many people who love it are completely unaware that the version they’re playing isn’t even the game at its most idealized.

I swear to God, the first time I played the NES version of Super Mario Bros. 2, I had no clue there was no Robo-Birdo. When I got to the end of World 3 and another Mouser was waiting for me, my heart sank. I really thought the game was going to alternate between Mouser and Tryclyde until the Wart battle. This is such a fantastic boss battle that I think it sucks they didn’t replace the second Mouser with a second new boss. Maybe for the next remake, Nintendo? I’m kidding. Please don’t remake this again. Make a brand new game with this type of gameplay.

I first played Super Mario Advance as a soon-to-be 12 year old. Now I’m a soon-to-be 36 year old, and like so many things in life, my opinion on Mario Advance has changed dramatically over the years. Of the four versions of Mario 2 (not counting BS Super Mario USA, a modified version of the Super Mario 2 found in Super Mario All-Stars that made for the Satellaview, which isn’t even the full game), Mario Advance I’d put third, with only the version found in Super Mario All-Stars behind it. It’s still an amazing experience. Veterans of Mario 2 or even Doki Doki Panic can enjoy playing “spot the difference.” with the subtle changes made to level layouts or enjoy one of the easiest collect-a-thons ever made. I did one single full playthrough for this review and I got 99 out of 100 coins.

Son of a bitch. Forgot one f*cking coin in World 3 – 1 and somehow never noticed. Yes, I went back and got it. You can collect the coins in the Yoshi Challenge. Unfortunately, by the time I unlocked that, I was too burned out on Super Mario 2 to go get all the eggs.

But, I do question why they took such extreme measures towards lowering the difficulty. It’s almost unprecedented in the history of gaming. The irony is Doki Doki Panic became one of the biggest games in the entire history of the medium because the original Super Mario Bros. 2 was too hard, yet they subtracted from its difficulty in Super Mario Bros. 2 USA. But that version still does little things that prevent you from going on complete cruise control, like having you be committed to a single character every stage. Pick someone not as suitable for a level? Tough sh*t, and in retrospect, I’m fine with that. But then they removed even that from the Super Mario All-Stars version, which allows you to swap every life. (shrug) That’s why, as much as I love Super Mario Bros. 2 and even Mario Advance, I really hope they don’t remake it again, because what’s left to nerf at this point? Have it literally rain hearts? Have enemies surrender on sight? When you pull Birdo’s bow off, the brain spurts out of a hole? Get to Wart’s chamber only to find him dead with an empty can of V8 laying next to him?
Verdict: YES!
It’s my little blog’s anniversary! Thank you everyone for fourteen incredible years! I love you all! For keeps!