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Category: Nintendo

Shine get!

A lot of people didn’t care for Mario Sunshine when it hit back in 2002.  The Retronauts crew has tried working it into a grand symmetry of Mario games by comparing it to the first three NES entries in the Mario series.  Mario 64 is the groundbreaking game that launched the 3D platforming genre in the same way that the original Mario for NES was the game that cemented the rules for the 2D platformer.  Mario Sunshine fits into the same spot as Mario 2, a game that takes the mechanics of the first game and goes off in an experimental direction with a completely different setting.  And Galaxy would be the return to form similar to Mario 3 that takes the mechanics of the first game and compacts it into multiple bite-sized chunks of fun.

I think that there’s something to that comparison, even if it is a bit arbitrary.  I also don’t care about it or feel the need to justify Mario Sunshine.  Put plainly, Mario Sunshine is a damned fun game that I think a worthy successor to Super Mario 64.

Mario Sunshine split the fandom along strict love it/hate it lines with the introduction of a water cannon that could be used in several ways:

  1. Cleaning up paint that has been spread around levels by Bowser Jr., the game’s big bad.  Cleaning up paint could also reveal hidden areas and items.
  2. Hovering in the air for a few seconds.
  3. Blasting high into the air to get to hard-to-reach elevated areas in a level.

Most of the complaints I’ve seen leveled at Mario Sunshine complained that the water cannon mechanics made the platforming too easy by providing a larger margin of error than Mario 64, and those critics would be correct if Sunshine’s water cannon was introduced into Mario 64’s design aesthetic.  The problem with that line of criticism is that Mario Sunshine is a game designed from the ground up with the water cannon in mind, and that makes all the difference in the world.

I think the big problem is that people went into Super Mario Sunshine expecting a rehash of Mario 64 with better graphics.  Instead we were handed a remix of Mario 64 with better graphics and a gamechanging tweak in the game’s mechanics.  I, for one, enjoyed running around spraying paint monsters.  I thought that hovering added a nice extra dimension to the platforming.  I enjoyed using the rocketblast rather than trying to get the hang of another ungainly flight mechanic like the wing cap upgrade from Mario 64.

In short, I thoroughly enjoyed Mario Sunshine because of its changes and not despite them.  I may be in the minority in that opinion, but I stand by it.

This week on Retroquest I dive into the original Super Mario Brothers for the NES.  Shigeru Miyamoto’s sidescrolling platformer was the killer app of the late 80s that almost singlehandedly sold the NES as the tie-in game that came with the system.  It’s also, by extension, largely responsible for rescuing the slumping video game market from the lingering effects of the great video game crash of ‘83.  Mario is the title that sold millions, launched thousands of sidescrolling imitators, and dozens of excellent Nintendo tie-in games.

Basically it’s safe to call it one of the most influential video games of all time.

You can check out the Retroquest entry here.  The podcast is available for your listening pleasure at the bottom of this post (click through if you’re on an RSS reader) or you can subscribe to the Retroquest RSS feed with your favorite podcatching software.  Retroquest is also available through iTunes.

This animated music video set to the Dr. Mario theme song by Brentalfloss and Parker Simmons is pretty damned funny:

Sir, about your plans to fortify this castle against plumber attacks…
Bowser What about it?
Well me and the boys think we’ve found a flaw in the plan.
Bowser Impossible! This palace is sealed tight with Star Power!
About that. We found a room on the first floor that isn’t sealed.
Bowser Oh. Well you tell the boys not to worry about that.
Sir? That’s a potential plumber point of entry! You need to fix that!
Bowser I can’t.
Why not?
Bowser Because I ran out of stars!
Ran out?
Bowser Yes. I ran out just as I got to that room.
Wouldn’t it have been a better idea to maybe start from the bottom of the palace and work your way up so that a hypothetical plumber infiltration squad couldn’t theoretically use that one open door to gain access to stars that would allow them to storm the rest of the castle?
Bowser I’ve put a comically inept explosive device in charge of guarding that door. We’re cool.
*sigh* I’ll send a few of the boys out there to keep an eye on things anyways.
Bowser I love it when a plan comes together.

Final Fantasy 4I’ve been trying to get into the Final Fantasy IV remake for the DS, I really have, but did they have to make all of the characters look like medieval bobblehead dolls?  I’m not against revamping graphics on an old game as long as it improves the overall presentation, but I’m only about twenty minutes in and already the character design is driving me to distraction.  Perhaps I’m picking at nits, but it’s difficult to develop any sir of emotional investment in characters when they look like they would be more at home on the dashboard of a late 70s Firebird.

Not to mention that everyone looks and sounds like barely pubescent teenagers.  When I played the 16-bit version of Final Fantasy IV I had a mental image of Cecil as a grizzled and battle hardened commander grown weary of the world after one battle too many in the service of a king he no longer trusted.  The voice acting and character design has transformed him into the same androgynous pretty boy protagonist who is barely old enough to vote, let alone have a distinguished military career, that we’ve come to know and despise from the good folks at Squeenix.

Honestly, at this point I wouldn’t be surprised to see Tellah reimagined as a rebellious “old” twenty-something with an androgynous voice and plenty of Xtreme attitude.  I’m going to power through to see if the game remains compelling enough after all these years to make character design inconsequential, but at this point i’m starting to seriously wonder if hitting my mid-20s (which would qualify me for a senior citizen discount in most Final Fantasy settings) also means I’ve thoroughly aged out of Squeenix’s target demographic.

Virtual Boy system and controller.

Virtual Boy system and controller.

I’ve been on the lookout for a Virtual Boy for a few weeks now. All of the Gameboy coverage over at Retronauts this month got me to thinking about Nintendo’s red-screened stepchild, and playing through Six Golden Coins has only added to my desire to revisit Wario Land on the ‘ol VR headset.

The Virtual Boy was a much maligned system at it’s debut, and its reputation hasn’t much improved in the intervening years. Most gamers remember the system as an uncomfortable source of neck and eye strain due to the unfortunate positioning of the device’s headstand and its migraine-inducing binocular display that was born from the bastard spawn of an eye-exam machine and a foul demon intent on ruining children’s vision. Industry analysts remember it as the first chink in Nintendo’s armor as they arrogantly coasted out of the 16-bit era they had dominated into an uncertain future that would see Sony quickly claiming their throne with the Playstation.

The Virtual Boy was all of those things, but I still reserve a soft spot in my heart for the little red mutant system. I suppose it’s true that you can love almost anything viewed through the lens of indiscriminately overpowering nostalgia.

I was at a Meijer in early ‘96, my pockets were flush with Christmas cash, and the Virtual Boy, already on its deathbed so soon after its launch, was on sale for cheap. I picked up the system and two additional games for a grand total of $75. This was no small investment to a junior high kid with no steady income, but well worth it to have a fancy next generation portable system at a bargain price.

Sure the stand was a literal pain in the neck. I solved that one by playing while laying down with the stand resting on my chest and was quite comfortable. Sure the binocular viewscreen had a tendency to strain the eyes, but after adjusting it just so I found a settin I could play with no more discomfort than I’d already come to expect squinting at the blurry green postage stamp that passed for a screen on the Gameboy. And what’s more, the games were actually pretty fun, delivering a rich portable gaming experience that wouldn’t be matched until the Gameboy Advance a few years later.

Eventually I sold my Virtual Boy to my brother. I was moving away from gaming as high school and dating loomed on the horizon, and the Virtual Boy would be the last console I bought until I grabbed an old Super Nintendo in college heralding my return to console video games.

I had my brother pull the Virtual Boy out of storage this past weekend to get in a few games of Wario Land, but the right screen was ruined to the point of making games unplayable. So for now it seems that the Virtual Boy will remain in my gaming past, but it was a fun little system while it lasted, no matter what anyone else says.

Bad news for potential DSi early adopters who don’t live in Japan. Nintendo has announced three new colors – pink, green, and blue – that will be released on March 20 in Japan. While new colors for a handheld system are hardly anything new from the big N, the fast turnaround this time around is surprising. And, in typical Nintendo fashion, no word yet on when or whether those colors will be hitting the U.S.