The Legend of Zelda: The Wind Waker (Nintendo GameCube on Switch 2Review)

The Legend of Zelda: The Wind Waker
Platform: Nintendo GameCube
Released December 13, 2002 (Japan) March 23, 2003 (US)
Directed by Eiji Aonuma
Developed by Nintendo
Available with Switch Online Expansion Pack EXCLUSIVELY on Switch 2
Listing at Zelda Wiki

I had my family convinced that was my mascot. They were VERY impressed, until I couldnt stop giggling and they realized I was having fun. Ive been bitching this whole time about how it wouldnt have killed them to fix this stuff and you think they went in and put Sweetie in a 2003 video game?

Dear Nintendo fans: please put down your pitchforks and torches and rest assured Im giving Wind Waker a YES! When its fun, its really fun. Okay?

Im trying to preemptively calm down the superfans so that, when I say I seem to remember Wind Waker being better than it actually is they dont tar and feather me. I like it. Its fun. Its just far from perfect. Its definitely a noteworthy release, as Wind Waker ended up with more perfect scores than Nadia Comăneci (I promise you, thats A LOT of perfect scores), including the fourth ever perfect score from Famitsu. Its also probably Nintendos most controversial game ever, at least pre-release. For my younger fans who have no clue what Im talking about, everything Im about to tell you, as stupid and trivial as it sounds, I promise you is 100% real. It all started when the Nintendo GameCubes graphics technology was first shown off in August of 2000 at an event called Space World. This sizzle reel included a very brief clip of Link fighting Ganon that looked like the logical evolution of the graphical style seen in Ocarina of Time and Majoras Mask.

These days, we dismissively call a lot of games tech demos but what youre seeing above is a legitimate industry tech demo, and nothing more. It wasnt an announcement of a new Zelda game. It wasnt even a real video game. It was a pre-rendered example of what graphics on GameCube would look like, but it got fans excited. I had just turned 11 the previous month and I was one of them. Ocarina of Time was one of my favorite games. In fact, I loved OOT so much that I was begging my parents to let me import a copy of Majoras Mask from Japan because the thought of waiting six extra months to play it was agonizing (Majoras Mask came out in April, 2000 in Japan and October, 2000 in the US). They said no, by the way. I was spoiled, but not to the point that they gave into my every whim. They wanted to teach me patience, but I think they just didnt love me enough. (sniffle) Anyway, when I saw the Space World footage, I was chomping at the bit just like everyone else. Sure, I thought the GameCube was f*cking dumb looking, and I still do. Sorry, Nintendo fans. And then there was Nintendos decision not to use DVDs and instead go with these little baby-sized optic discs. Youd swear Nintendo had entered into some kind of Brewsters Millions-like lose money deliberately pact. You think Im joking. Im not. At 2001s Space World event, the first OFFICIAL trailer for the next Zelda game was shown. Did they announce a new Zelda game that looks like the tech demo above? Nope. They showed the world this trailer:

And the gaming community lost its f*cking mind. Infamously, the above trailer was mockingly called Cel-Da because it was one of the first games to use the new-at-the-time (well, to gaming at least) cel shading technique. I wasnt one of the angry people. I was more baffled than anything else. The GameCube already looked so damn weird compared to the PS2 or the newly announced Microsoft Xbox, which also looked kind of dorky itself but the graphics and tech and the emphasis on out of the box online play (which didnt end up happening until a year after it launched) was enough to get anyone hyped. My reaction to the above trailer was jeez, Nintendo just has to be weird, dont they? The whole thing made it feel like they were pissy that theyd lost industrial leadership to Sony and their response was to lean even heavier into changing their core franchises. The big three for GameCube turned Metroid from a 2D Japanese game into a first person shooter developed by an American company, sent Mario on a quest to clean up toxic waste with a giant hose strapped to his back, and turned Zelda into a cartoon. Everyone groaned, then all three games turned out to be REALLY fun anyway. Its almost like Nintendo is good at this game making thing. But in 2001? It kind of felt like they were self-destructing out of sheer spite.

The Great Sea and the sailing mechanics were part of the plan long before Wind Waker utilized cel-shading. I cant help but wonder if they switched the art style out of fear that previous experiences with water in a certain Ocarina of Time dungeon, ahem, traumatized their users.

Again, I wasnt among the people who were angry, but I do admit it sucked the hype out of me to some degree. As a 12 to 13 year old kid, I wasnt anti-cel shading, but it sure didnt get me excited, either. Not like I had been for Majoras Mask. Then I actually played the game, and now I kind of wish they did more games that look like this. I mean, ones that dont see you controlling Link with a touch screen and a stylus. I think blowback on Wind Waker (hah, no pun intended) is the reason why cel-shading isnt more common today, and Ill never forgive the crybabies over it because I love cel-shading today. Too many games look samey, but cel-shaded graphics allow more personality and individualism without that creepy uncanny valley vibe that trying for realistic graphics causes. Imagine what a Zelda game developed from scratch using this style of art could look like today. Also, cel-shaded graphics hold up better to the ravages of time, which is why Wind Waker looks great for its age. The puzzle solving and combat holds up too, which is why it pains me to say that I had less fun than I figured I would have playing Wind Waker in 2025. I remembered it as my absolute favorite Zelda game. I certainly would not grant it that title today.

Its okay, fanboys. Well get through this! Look at how much that Re-Dead loves Link! I love you THAT much!

And its not that I remembered Wind Waker as a flawless experience. I specifically remember being annoyed as a kid about how long it takes for the game to feel like it gets going. More specifically, I remember being so bored playing the Forsaken Fortress sequence that I was legitimately worried that the game would be no good. The structure of it doesnt work at all, as youre introduced to the sword, have to train with the old man using it, rescue Tetra from Bokoblins, leave on a pirate ship to the Fortress, train on swinging mechanics in the pirate ship, and after all that, the game has you drop your sword and play poorly-designed, sloppily implemented stealth mechanics that cause the game to slow to a crawl if that crawl was done by someone who had both hands freshly severed.

I think Wind Waker has the new record for the amount of times I said what were they thinking? about any one game. I know that I keep finding new record holders for that, but I expect Wind Waker to hold the record for a while. Sorry StarTropics, but youre no longer the absolute stupidest good game ever made. Wind Waker is stupid to the point of being in a vegetative state, and not just at the start of the game. For all its virtues, Wind Waker is practically a parade of baffling, nonsensical design and/or outright bad ideas. Ignore how bad the stealth mechanics work: this whole level is BORING. Dull level layout, too.

I remembered ALL of that, and it was just as miserable to play in 2025 as it was in 2003. But, what I didnt remember is that, even after suffering through all that, you still havent opened up the game and arent free to explore the Great Sea. When you sail, youre given very strict limitations on where you can go, and youre given the bums rush to Dragon Roost Island for the first proper level in the game, then the bums rush to the Forbidden Woods to play the second proper level in the game, and then the game tucks you in at night and reads you a bedtime story, and THEN you get to go out in to the world and explore. I often roll my eyes at people who whine about how games hold your hands too tight these days, but in retrospect, Wind Waker holds your hand until your hand is purple and has that annoying pins and needles feeling.

The whole sequence of getting the third and final pearl and opening up the Tower of the Gods is a massive letdown. Would an actual level for the third pearl have really been asking too much?

Annoyingly, after you do this, theres only really three normal dungeons left in the entire game. Oh, theres still lots to do, including a ton of repetitive dungeons full of monsters that you clear out one room at a time with no puzzles or brain power needed sequences. But the satisfying dungeons? Theres five. Hope you like them, because when theyre done, the peak fun is done too. Plus, your wallet is capped at a pitiful 200 bucks, which I had maxed out before I even reached the first proper dungeon with NOTHING to spend my money on. I found myself buying everything I could and still maxing-out my wallet in record time. They later increased the starting wallet capacity to 500 on Wii U, but again, that doesnt help me or anyone playing on our Switch 2. Besides, I would have capped out the 500 starting wallet in just a few more minutes, anyway. You have to wait until later to increase to the 1,000 and 5,000 wallets, and that wait is maddening. I dare say they should have just started the game with the full 5,000 capacity or even higher. But that leads to an even bigger problem: Rupees are too abundant in Wind Waker while things to do with those rupees, well, arent.

These all went to waste. If this were real life, itd be all the eShop sales where I loaded up on games that I never even boot up. I used to make fun of people who watched QVC or Home Shopping Network and ordered sh*t from home. Then I became old enough to have my own credit cards right around the time game consoles started having shops built right into them. I assure you, Im ashamed of myself. Oh, Im still going to keep buying games I never play and justifying it by saying Im supporting devs.

Sail between any two islands and youre bound to see enough light rings to dredge-up hundreds of bucks. Its a mechanic that should have been killed on the drawing board and seems to only be there in order to make sure players are educated on how to use the grappling hook for the tedious task of fishing out the booty of forty-one treasure charts, eight Triforce pieces, the rewards from slaying six giant squids, and spoils of two specific warships out of dozens upon dozens in the Great Sea, both of which are located in arbitrary places, one of which leaves a Triforce Chart and one of which has a Piece of Heart. I was stunned to find out, just now, that 148 of the light rings are actually in preset locations and dont come back. Because literally every trip between islands, it felt like I was passing by and hoisting up anywhere between two to six or seven new ones in each sector, every single time. A few of the ones at night respawn during full moons, but if theres anything special about them, I never noticed. Except for the light rings caused by slaying giant squids or two specific warships, they always had either 20 or 50 bucks in them. In a game where you get money and supplies just for cutting grass, the light rings steal the uniqueness of the treasure charts. Theres just too much stuff to pull up from the ocean floor.

I only have one verified phobia: thalassophobia, or fear of open water which, despite being one of the most common phobias, the science is still out on. Theres multiple theories on it, the most common of which speculates that its likely connected to a broader fear of the unknown thats the root of many phobias. The theory goes that, since you cant visualize something unknown, our brains will latch onto the closest approximation of something we associate with the unknown as a visual reference and then install an intense sense of fear in it regardless of risk or rationality. For some people, that will create their fear of the dark, or others fear of strangers. For those with thalassophobia, its theorized that, thanks to folklore and religious iconography (like Noahs Ark), history (like the sinking of the Titanic), urban legends (like the Bermuda Triangle) and pop culture (like Jaws) even those who arent close to an ocean or have no reason to fear water will still develop the phobia because weve been told the ocean is scary our whole lives. It makes for the easiest visual metaphor for the scariness of the unknown because a vast open ocean is where ships and planes disappear, never to be seen again, and besides, the water could have anything underneath it. Of all the theories, that sounds right to me, since one of my most common nightmares is being attacked by sea monsters. Despite playing video games in the comfort of my home, open water in games can f*ck with me pretty bad. Perhaps because of the cel shading, Wind Waker wasnt as bad for me as, say, a couple of the bosses in Shadow of the Colossus, but there are some pants-wetting moments, specifically the giant squids. Wind Waker has six of them and, once theyre dead, they dont come back. You can see where they are by using seagulls flying around in a circle. I intended to methodically stake them out, but instead, I hit not one, not two, but THREE giant squids by accident, startling the sh*t out of me when it happened. Funny enough, I won all six battles on my first attempt because the boomerang is too overpowered. The sharks were a lot more problematic than the squids were. If I could change one thing about the combat, itd be eliminating every hit of damage you take on the boat being so violent it knocks you into the water. Seriously, EVERY TIME you have to climb back in, often just to get knocked right back into the sea. I think it has to be the knock back with the longest recovery time in gaming.

Granted, you wont be able to do much with most islands until after you finish the Forsaken Fortress for the second time and have your first encounter with Ganon. Except, I thought the point of Zelda games was that you come across things that you know will make sense later, but you cant do anything with them now so you put a pin in them. Wind Waker sets this up a lot, but because the game takes so damn long to open up, those moments feel like they still happen on an anal schedule instead of organically. In theory, Wind Waker should have a heavy emphasis on exploration of a vast, big sea. In practice, for the first several hours of gameplay, it feels like youre shackled to a preset pathway. In fairness, it does feel like a defining moment when you realize the entire world is opened up to you. But that comes at the expense of a childlike sense of discovery and wonder. Compare this to my first Zelda, Ocarina of Time, where SO MUCH of the world opens up after the first level. Seriously, in 1998, I went several days between entering the first dungeon and the second. Well, thats out of the question here.

You have to retrieve three pearls to raise the Tower of the Gods. The first two you earn from dungeons. The third one? Instead of a dungeon, youre given the runaround on the great sea. This giant angler fish is supposed to be on one island but is instead hiding behind a solid rock wall on your native island. This whole sequence is how the game gives you bombs as an item instead of a plant that you pluck from the ground, and ultimately its Wind Wakers way of letting you know that the map is now open for exploration. But it completely let the wind out of my sail to realize there was no dungeon and I just had the Macguffin now.

I also remembered Wind Waker as being much bigger than it is. As gigantic as the Great Sea is, theres only five traditional Zelda-style dungeons: Dragon Roost Cavern, Forbidden Woods, Tower of the Gods, Earth Temple, and Wind Temple. Dont get me wrong: theyre strong dungeons, with the Earth Temple being the best in the game. Its just not enough. I suppose the Forsaken Fortress can be counted as a dungeon but by the time you actually get to play it properly with a sword, I was more than ready to be moving on to the next part of the game, and I groaned when I had to return to it later. Finally, I thought Ganons Tower had exceptionally uninspired design. Its basically a boss rush of some of the previous bosses, where each boss chamber (which is done in black and white) is preceded by a short room that has the type of puzzle you would see from that stage. Imagine if every TV shows season finale spent the first thirty minutes with a clip show and then the final ten minutes were the actual new content. Thats how Wind Waker actually ends, and Ganon is probably the dullest boss in the game, so the ending sucks just as much as the opening does.

Not only are the boss rush bosses now in black and white, but the game strips you of all items that you didnt have up to the point when you first encountered them. When you enter the chambers, all the items (except bottles) are removed from your loadout and you have to reassign them. Then, after beating the bosses, when you return to the hub of the level, you have to re-reassign each item to each button again.

So the structure of Wind Waker is pretty weak, and so are many aspects of the open exploration. Players are incentivized to do battle against a series of platforms that are scattered throughout the Great Sea. A lot of these have cannons on the side, and taking out those cannons can be a chore, especially since getting the camera to even find an angle to see what youre shooting at isnt even always possible. Plus the seas might be choppy AND youre being shot back at. For all the time and effort you have to put into taking these things out, the rewards are often a slap in the face. A golden feather, a skull necklace, or a joy pendant, all of which are things you can get by hitting an enemy one time with the grappling hook. Theres a single platform in the entire world that has a valuable Piece of Heart. It should be a joy to systematically take these things out, but instead, its reduced to busy work.

F*ck you, Wind Waker. F*CK YOU!

This is not an optimized world, and going off the list of fixes from the Wii U game that I never played, it would appear they didnt fix that for the remaster. Theres so many things they could have done with the chests on the platforms that would have made them worth the effort. Heres a thought: ditch the light rings that are so common that youd swear theyre randomly generated and put that money on the platforms instead. Also, they could have had a lot fewer treasure charts that lead to the silver rupees worth 200 bucks. They overdid the silver rupees to such a degree that I stopped caring about recovering the items seen in the Treasure Charts altogether. I hit up a list of which charts pointed towards a Piece of Heart and went after them, and only them. Like so many other things about Wind Waker, mechanics that should have been a defining highlight are reduced to a commonplace chore long before the credits roll. What Wind Waker needed was someone above Aonuma to tell him no. Dont do that.

I found myself massively over-bidding on the auction just to dump money.

Whats really f*cking infuriating about it all is theres not enough ways to spend money until late in the game. But then, out of nowhere, theres a dramatic spike in the need for money. The trading sequence Piece of the Heart takes around 600 to 700 rupees to complete and the Triforce charts take 3,184 rupees to translate. That sounds like a lot, but in this game, if you dont stop every two seconds to pull up another light ring (which my father really wanted to do even if we had a maxed-out wallet), it really isnt. At the point where I struck the killing blow on Ganon to end the game, I was holding 2,721 rupees that were functionally useless. It didnt have to be this way. Theres a lot of stuff that they could have sold in stores like charts, bottles, etc. Only a single store in the entire game has high-priced items, and once theyre gone, thats it. The three items being sold (a bottle, a Piece of Heart, and a treasure chart that leads you to another Piece of Heart) will run you 2,350 bucks. Im fine with the price, but those types of prices SHOULD be a big deal that you work hard for, and theyre not. I havent even mentioned all the money you get out of pots or killing enemies. Are you made of money? In Wind Waker, yeah, you might be.

The first few beams of light that indicate the location of a treasure chart item had me excited. Its damning that they lose their luster because money is so easy to come by that scooping up 200 dollars from the sea floor isnt remotely a big deal. Out of the 41 treasure charts in the game, 11 point to a Piece of Heart and a f*cking insane 24 of them have the 200 value silver rupee. Others might have useless special charts that tell you, for example, how many Pieces of Heart each sector of the game has, except it doesnt really act as a check list and doesnt cross out if you found every one. Theres 44 total Pieces of Heart in the game, so having a built in checklist instead of having to use an online guide would have been nice. Same with the platform chart or submarine chart, which doesnt tell you which ones youve cleared out. Meanwhile, I didnt get the Octo Chart or the Great Fairy Chart until after Id already found every one of those. You know, maybe you should have, I dunno, SOLD THEM IN A STORE?! The fact that its even possible to fish them out of the sea after they have any usefulness is just frustrating.

And while Im whining about things I didnt like, I encountered a ton of glitches playing Wind Waker, some of which are likely caused by an unstable GameCube emulator utilized by the Switch 2. The Link model vibrated in nearly every cutscene in the game, like he was experiencing a specifically vindictive and isolated earthquake localized entirely underneath his feet, and that was SO distracting and SO annoying, but at least it didnt break the game, which I did more than once. I had multiple instances in treasure chambers or submarines where I had to exit and come back and start over because enemies that were supposed to spawn didnt, thus ending the sequence before I could complete it. Ive narrowed it down to two specific types of enemies as the likely culprits for why this kept happening. These things called Miniblins that are dead-ringers for Stitch and the infamous recurring Zelda baddies Wizzrobes, which now look like toucans for some reason, were ALWAYS involved in rooms where I was locked-out of being able to finish the stage. Of course, that was nothing compared to the soft lock that happened after I beat the second boss. Apparently I was in the exact wrong part of the room to strike the killing blow because the game would not load the dialog and was froze permanently on this screen:

I hadnt been using the original save system and was relying on using save states to eliminate having to restart rooms with tricky jumps. Had I not laid down a save state about fifteen minutes before reaching the boss chamber, the game would have been over since I couldnt even pause at this point. This was frozen-frozen, and that meant I had to replay the last few rooms and the second boss. Needless to say, I was laying down save states constantly after this boss. I recommend anyone else playing this on their $499.99 Switch 2 do the same and spread those save states out using all four save slots since it doesnt seem out the realm of possibility that the enemies fail to spawn glitch I talked about above could happen in locked room, leaving you with no possibility to unlock the room. Another glitch was this treasure chest next to a submarine was placed in a way that I could not open it. Had there not been a submarine there for me to enter and exit, I would have had to leave the entire sector and return to it in order to open the chest. Now granted, the chest was one of those nothingburger chests that I was whining about, but again, if it could happen in this spot, presumably it could happen anywhere.

On the left is the chest that didnt open. On the right is the same chest, only now it was positioned further from the edge. I was able to open it now.

My final pet peeve with Wind Waker is that I feel the combat relies too heavily on the fog of war to create artificial difficulty. The Wizzrobes use this tactic constantly, because the main challenge in rooms where they team up with other enemies is just getting your targeting system to lock on to them. The Darknuts also use this when they appear in large groups. The giant worm that you fight in the Wind Temple had a similar structure, as my only issue with fighting it was, instead of locking onto its weak spot, which you have to shoot with the hookshot, the targeting system would instead lock-on to its babies, which spawn endlessly. Sometimes they really screw with you by adding the annoying-ass Miniblins into the battle, and since theres an unlimited supply of them, it assures that youll lock onto them instead of the stuff thats actually a danger to your health.

No, I dont want to hit this thing. I want to hit the thing birthing that thing.

Ive just done a LOT of bitching about Wind Waker. Its safe to say that, following my 2003 play session of it, my brain deleted a lot more negative aspects of it than it did positive ones. I really always looked back on this as a mostly flawless game, at least once you get past the Forsaken Fortress at the start. Replaying it now over two decades later, jeez, Wind Waker is a deeply flawed experience, isnt it? But, the thing is, all my positive memories of it were also accurate. Despite a problematic camera and the worthless tornado spin attack that leaves you dizzy for far too long, I enjoyed the sword combat of this Zelda more than any other game in the series, easily. I dont care if the parry is overpowered (and it is). I liked using it! I liked snacking a Moblin in the noggin with a boomerang and then snagging its skull necklace with the grappling hook. I liked taking aim with my bow and shooting a Peahat out the air from the other side of a room. I never backed away from any fight because the fights were just so fun that I couldnt say no to them.

Only a Zelda game could have a sequence where you briefly take control of a seagull thats getting chased by a vulture and have it successfully be a heart-pounding moment.

Im sure Nintendo fans will be furious at me for spending most of this review sh*ting on Wind Waker instead of showering it with praise, but I did actually 100% the game. Well, not counting the Nintendo Gallery which takes too long to open up and too much busy work to complete. Instead of figurines, why not just do something simpler, like a photo album? But in terms of ITEMS, I got everything, something I didnt do in 2003. Yes, I even got the blue gels, though I think I did that one the first time too, or at least enough to craft the blue medicine. In my original playthrough when I was 13, there were two specific Pieces of Heart I know for sure I never got. I never finished the trading sequence, which is a lot different from other Zelda games. Its confusing and clunky. This time, I did get every item out of it which culminates in a Piece of Heart. Finally, I never did the notorious water every plant in twenty minutes thing. I tried it once as a kid, but when I realized that you had to do all eight within the time limit, I said I dont need that last heart to beat the game. This time, I did it, and I finished with plenty of time to spare, too. Worth the effort? Not really, but theres a strong chance Im never going to play Wind Waker again so I wanted to be able to say I did it.

On the Wii U version, the time limit is increased to thirty minutes AND you can get a faster sail. Thats great! Happy for you Wii U owners. But, say it with me: THAT DOESNT HELP SWITCH 2 OWNERS!

Theres just so much to like about Wind Waker. Tetra is my favorite version of Zelda, and shes so spunky that I kind of wish theyd give her a game. I dont mean Navi Trackers, either, which we never got in the US anyway (and it required four players who each owned a Game Boy Advance and a Gamecube to GBA cord to play anyway). I mean give her a game where you go on treasure hunts! Speaking of which, how come, in a game with pirates, theres no buried treasure on the islands? What could have been really interesting is pirate maps where X marks the spot and you have to suss out which map is to which island based on landmarks. Again, theres so much left on the table that I hate that Wind Waker didnt get a direct sequel. And no, the DS games dont count. I tried them, besides the fact that they use touch controls, I thought the game structure with a central dungeon you have to continuously return to is lame. So in my book, Wind Waker was a one and done, and despite my whining, it will always hold a special place in my heart. Maybe a year from now, I wont remember all the stuff I hated. It already happened to me once, so maybe Ill still think of Wind Waker as the game where I was smiling ear-to-ear doing this:

Ive noticed that, when it comes to key games of my youth, replaying them for the first time as an adult years later always makes the flaws stand out that much more. My sister got me the Metroid Prime remaster for my birthday last year. I started it and restarted it three times in the thirteen months that have followed and I still have never even finished the first level. It was a game I couldnt put down at the age of 13, and now at 35 to 36, I cant even pick the damn thing up. Maybe it speaks to the quality of Wind Waker that it wasnt like that at all. Instead, I flew through the game in a week, whereas I think I spent close to a month with it the first time around. When I was in the dungeons, or exploring a new sector for the first time, I was having fun. The light-reflecting puzzles that a lot of people hate? I think theyre genius, especially that last one that takes a while to finish. Okay, so the ending where Link says see ya, wouldnt want to be ya to his sister is a big downer. Maybe it was payback against the fans for the backlash to the graphics style. Or maybe they were just bitter that they ran out of memory to hide about five thousand more silver rupees.
Verdict: YES!

Apparently the entire ending is actually a video file thats not rendered live in the games code, and they didnt bother up-scaling it so it looks very blurry. The ending is a punch in the gut anyway so its probably best to just imagine that Link realized his little island was awesome and Tetra is an obvious sociopath. In my head canon, I assume her pirate crew actually know that shes Princess Zelda and are just going along with her desire to be a pirate because its amusing.

The Legend of Zelda (NESReview)

The Legend of Zelda
aka Zelda no Densetsu: The Hyrule Fantasy (Japan)
Platform: Nintendo Entertainment System, Famicom Disk System
First Released February 21, 1986
Directed by Shigeru Miyamoto and Takashi Tezuka
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Zelda Wiki

There should be a law that any game where you swing a sword must have a multi-headed dragon. Actually Im fine with that law being for any video game. Madden would be at least 3% better if a multi-headed dragon interrupted field goal attempts, with the percentage going up depending on the number of heads, naturally.

For this review, I played Legend of Zelda between sessions of Legend of Zelda: The Wind Waker on my Switch 2, and two things stuck out to me. The first is that I couldnt forget that the gap between Zelda 1 and Wind Waker is five years shorter than the gap between Wind Waker and right now, today. Thats insane! Like, where did my youth go? Wind Waker released when I was 13 and it was one of those benchmark games of my childhood. I was a HUGE Ocarina of Time and Majoras Mask fan and I couldnt wait for Wind Waker. I didnt give a squirt if they changed the graphics style because *I* thought it looked really cool and was confident I would love the game, and I did. But the 2D Zeldas seemed different enough that they might as well have been a separate series to me. At the age of 13, the first Zelda game was so old and primitive that it might as well have happened in the stone age. Like so many Nintendo milestones, I didnt play it until years later when it was on a GBA cart. You can imagine my surprise that I really enjoyed it a lot. Zelda 1 is right up there with Super Mario 2 and Castlevania as far as NES games Ive played the most times.

From the time I launched IGC in 2011 and continuing to the present day, the average age of my readers is around ten years older than me. Its actually closer to seven-to-eight years older now, but amazingly, even though Im now 36 years old, theyre still older than me. Well, this summer Ive done a ton of games from the childhoods of my readers, with only WarioWare being a pivotal game of my own youth, and I dont think anyone would call that a major milestone game. So, one of my next reviews will be for Wind Waker, which I first played at the age of 13, because MY childhood matters too, dammit! By the way, I used to make fun of people who used their shiny new $500 game consoles to play retro games and now Im one of them. Remember kids, you will grow up to be that which you mock now, so try to mock lovingly. Youll feel like less of a horses ass in the future.

The second thing that stood out was how, of all the NES games that serve as launching points for franchises, the first game in the Legend of Zelda series is easily the title that aged the best. Playing it now, in 2025, I admit I was a little surprised by how much of the core Zelda formula has remained unchanged from this first game. The overworld format with distinct areas like lakes, deserts, graveyards, coastlines, forests, mountains, rivers, etc? It all started here. Really, the only major area not debuting is any form of a town. The dungeon format is in the same boat. The map, compass, enemy pacing, and goal of finding the key items and slaying a boss to collect the macguffin? It all started here too. A lot of the enemies that would be Zelda staples are introduced here, as well. Mummies? Here. The centaurs that are major characters in Breath of the Wild? They debuted all the way back here. So did Octoroks, Moblins, Zoras, Tektites, Wizzrobes, and Darknuts. Some have evolved more than others, so maybe the roster isnt as close to modern counterparts as, say, a Mario game, but they all feel kin to their modern counterparts. For a series as complex as Zelda, thats pretty remarkable.

Actually, the weakest enemy to battle with in all of the original Zelda is easily Ganon himself. The gimmick with him is he becomes invisible and teleports around the room, and the only way to beat him is to just mash the attack at NOTHING and hope he eventually teleports his intestines into your sword, then after the fourth hit (assuming you have the magic sword), you have to finish him off with a silver arrow. That part is fine, especially since the silver arrow is hidden within the final dungeon itself. But the fight up until the killing blow? What were they thinking? Who the hell wants a final boss thats beaten by stabbing blindly at air? Ganon, as generically evil as he is, is still one of my favorite gaming villains and he would eventually go on to become a great final boss (Ganon > Ganondorf IMO, the human version of him is TOO generic), but his debut is one of the very worst boss battles Nintendo ever did. Actually, I think it might be at the bottom. A terrible idea executed horribly.

I played both the first and second quests of Zelda 1 for this review, and in the case of the second quest, I had never played it past a few minutes. It really was like a brand new experience, and it was refreshing given what happened in the first game. In the first quest, I had doubled my hearts from three to six and acquired every item you could get out of the overworld or purchase in shops (except the Magic Sword and two heart containers) before I ever played the first dungeon. You cant exactly tackle the levels in ANY order because one requires the raft to reach and others require the ladder to win (assuming youre not using glitches), but theres still a lack of tightness of design. Really, the modern Zelda format as seen in Breath of the Wild and Tears of the Kingdom feels closer to this original game than the Zeldas of my childhood, in that both lean into a sense of overwhelming vastness.

LOOK AT THAT ARTWORK! I want an anime that looks like that! Now, I grew up in the tail-end of the instruction book era, BUT I STILL READ THEM! Instruction books have since gone the way of corded controllers and game rentals. Mention instruction books to my nieces and nephew and theyll sort of cock their heads to the side and say in&.truck&..shun&& books? Whats a book? Kids these days, I swear to God. But I checked and if you bought this game for the NES back in the day, the book would give you pointers to get to the first level and then a map of where the second level was, but THAT WAS IT. While researching this feature, I also found out that Nintendo published a pocket-sized guide to Zelda called Tips & Tactics that also says instruction book on it. Im not sure if this was sold separately, bundled with the game, or originally sold separately but then bundled with later pressings. If you had Tips & Tactics, let me know in the comments! I want to hear if you remember how you got it! Ive mostly heard from readers that they got their Zelda maps from Nintendo Power or the precursor to Nintendo Power, the Nintendo Fun Club Newsletter. So, I went through those. The third issue of the newsletter has a complete overworld map and maps for the first four levels. The fourth issue has a guide to the bosses. NOTHING offered a complete walkthrough, though the first issue of Nintendo Power did include complete maps for the second quests first six levels and the overworld. If you truly got stuck, you had to call a 900 number to have someone walk you through it. Whats a 900 number? Kids these days.

On the other hand, nobody can bitch about Zelda 1 getting off to a slow start. My Wind Waker review will probably contain a lot of complaining about how damn long it takes for the game to feel like youve actually finished the tutorial section and are now playing the game properly. Seriously, it could take hours. Zelda 1 just kind of drops you off into the world with no real direction on what to do or where to go. In the above caption, you can see the lengths gamers had to go to in order to find help with Zelda. If you didnt have access to those things, well, youre on your own. I only played the first quest as well as I did because this was like the fourth or fifth time I beat the game. The first time? Oh, its overwhelming. But, that loose structure also opens up the possibility to make a mockery of the developers intent.

In the Famicom Disk original build of Zelda, you can use this heart container, combined with the whistle, to max out your health early. By blowing the whistling and summoning the whirlwind while standing next to this heart, youll collect it, but when you return, itll be back. I SHOULD have played the FDS build but instead I played the US game, where the only glitch I activated was the famous Level 1 door glitch.

This especially extends to the dungeons. You can purchase keys for locked doors within the dungeons in the overworlds shops. Thats weird enough on its own since the dungeons provide more than enough keys that nobody should have to search too far to find one, which was a mechanic MY eras Zeldas leaned heavily into. In playing Wind Waker, I realized the small keys play a larger role in maintaining the games tempo than I initially realized. When you get a key in that game, or any of the future Zelda games, its a MOMENT. That is not the case in Zelda 1 at all. The original game might have incentivized exploration, but it didnt put a premium on maximizing the real estate. You actually dont need to fully explore the overworld OR the dungeons. When I did the second quest, I realized there were large parts of the game, especially in the upper left-hand corner of the overworlds map, that I had never been to in any of my previous play sessions.

Amazing how many icons of the franchise are in Zelda 1 and FEEL like prototypes for the ones I played as a kid. Gohma, who is the first boss in both Ocarina of Time and Wind Waker, debuted in Zelda 1 and is probably the scariest villain. A gigantic one-eyed crab that spits fireballs? Jeez, thats nightmare fuel.

The keys show off this haphazard use of space the most. By the second level of the first quest, there are so many alternative routes within dungeons that you can completely circumvent MOST of the locked doors. As a result, I had collected so many keys that went unused that I decided to not grab the magic key in Level 8. I had eighteen keys going into Death Mountain and was curious if I could still beat Death Mountain, and if so, how many would I have when I rescued Zelda? Would I need to use ten keys? Five? Would I finish with a dozen keys? Because surely Death Mountain wont drop keys when a magical unlock-all key is one of level eights items. Well, to my surprise Death Mountain also drops normal keys, and like any other level, it had pathways I didnt need to take. I ended up finishing +1 over what I had when I entered the level and beat Zelda with nineteen total unused keys (having bought none in stores). Its safe to say that what evolved in Zelda wasnt so much the sublime combat or the format as it was the tightness of design.

Zelda is probably wondering who the f*ck is this locksmith that rescued her. I assume the keys in the shop thing was some kind of holdover from an earlier build that was put into the game as a means to prevent a soft-lock if a player (1) used every key as soon as they found it and (2) picked the wrong sequence of locked doors. Perhaps at some point, it was possible to pick the wrong door to unlock and end up with no option but the shop. But given the layouts of the final game, with the sheer amount of destructible walls, I cant imagine its possible to do that now. Even if you somehow found yourself stuck or missing a key, itd be quicker and cheaper to grind Moblins until one drops a bomb pick-up than it would be to spend $100 on a key.

Dont get me wrong: most of Zeldas play mechanics hold up to the test of time. It might have the best offensive mechanics in the entire NES library. The sword is VERY satisfying and the concept that it shoots a laser out when you have full health is both bonkers and inspired. Unlike the majority of classic gaming tropes where you say to yourself someone WOULD have come up with something like this eventually I dont think the laser-shooting sword is the type of idea that was inevitable, you know? And honestly, I still think the NES version of it is the best one in the franchise. Its kind of weak in future games, but here, it feels powerful and cathartic, with perfect sound design and that little explosion it makes at the end being the chefs kiss.

In the second quest, these things that you can grease with one arrow show up long before you get the bow. In the Famicom Disk version, you can blow into the microphone to kill them. In Zeldas second quest, you have to just hack at them with a sword for a few hours until they croak. HAVE FUN!

To go with the excellent sword, the enemies are generally well made. Probably the best roster of enemies of any early NES game, if not the best overall roster on the entire platform. Given the limitations and the overall experimental nature of the game, the cast is HUGE, but the enemies do feel distinct. Okay, so the mummies are kind of just the skeletons with more hit points (well, at least until the second quest) and the bosses are a little too cinchy. Actually, with the exception of the multi-headed dragon, I found the Wizzrobes and Darknuts to be worse to deal with than ANY boss. Like, they certainly overuse the dinosaurs and the four-headed Manhandla. Uh, this thing:

Overused or not, one-shotting it with a bomb is one of those stand up and cheer! moments.

But they utilize the enemies in a way that gives both the dungeons and especially the overworld personality. Zoras always show up in the water to give those areas a sense of menace. The moblins rule the forests, while the centaurs control the mountains, and the spider-like Tektites only appear where its rocky. Forty years later and Hyrule STILL feels like a real, living world because of where they put the enemies. Its just so smart. The Legend of Zeldas offensive game gives you everything you would want in combat with no real downside besides not getting the best out of the roster of enemies (see the below caption). Nearly forty years later and the combat STILL isnt boring. What else can you say at that point?

I dont think they maximized the potential of the roster at all. Theres a lot of repeat bosses, some of which are just baffling. The dragon thats at the end of the first level also shows up as the boss of the seventh level, but without being buffed-up. By that point, he might die in two shots. Why not replace him with one of these things, called Patras, that are only found in Death Mountain? I get that they wanted that level to feel climatic by having some dangerous creatures, but the Patra feels like a boss. Hell, theres even two types of them, one of which has the orbiting eyeballs curve differently. Theres also fast moving, dangerous worms called Lanmolas that feel like bosses that are exclusive to Death Mountain. If I didnt know better, Id swear that they intended for these creatures to show up earlier and then lost their nerve because they didnt want the game to be too hard.

However, Zeldas defensive game isnt as strong. It feels arbitrary when the magic shield works or not. Like, itll shield you from the blasts of the Zoras in the water but not from identical looking blasts from bosses. So frustrating, especially since hearing that PING of a shot successfully deflected is just delightful. Also, the difficulty scaling is pretty bad in general. Level seven could have easily been level three for how much of a cinch it is. I assume they placed it near the end on the assumption players would be hard up for the cash to buy the enemy bait since its the only time you NEED it in the first quest. Meanwhile, levels five and six feel like they could be bumped up a slot or two.

Hey bats, if you have a moment Id like to have a word with you about our lord and savior Jesus Christ. Ugh, someone hit me with a boomerang, already.

They also ran out of ideas for useful items to fill out the stages. The magic wand and book are just about the most useless items in any Zelda game. One of those sh*t, we gotta put SOMETHING here for the players to find! And there were other options. Hide the letter to the lady in a level! Hide the arrows! Hide the ability to carry bombs in a level! Hide the power bracelet in a level! That one really befuddles me. Its found in some arbitrary spot on the map under one of the statues that comes to life in both quests. Its so subdued for such an important item. Except, its not really important. All the power bracelet does is make it so you can shove rocks that reveal warp zones, at least in the first quest. They could have changed it so you need the bracelet to shove anything in the overworld, making it essential towards getting the magic sword out of the graveyard. My point is, they had better options and the wand sucks. But Legend of Zelda doesnt suck. Its one of the best 8 bit games ever, to this day.

The second quest doesnt f*ck around. Yes, you permanently lose a heart container if you choose the first option.

Even with the rough pacing, sloppy difficulty scaling, and somewhat underwhelming boss roster, it goes without saying that Zelda is a masterpiece that leaves the test of time laying dead with a sword through its heart. Theres nothing I can say that youve not already heard before, and the world certainly wasnt aching to hear what Cathy Vice thinks of the first Zelda game. Finding something unique to talk about was tricky. And then I beat the game, saw that Link was now holding up a sword, and I remembered that Zelda had a second quest that rearranged a lot of the locations and order of the items and upped the difficulty. This is so underplayed that the famous wiki Zelda Dungeon doesnt even have a walkthrough for it. Until I started this review, I genuinely dont remember hearing anyone really talk about the meat of the second quest in features or casual conversation. Even the GOAT of NES coverage, Jeremy Parish, pretty much glosses over it. So lets talk about it!

Famously, you can also enter ZELDA as your name and skip right to the second quest. If youve never done it, trust me, its worth a look.

The second quest of Zelda is a completely different beast. Of the nine dungeons, only the first one remains in the same location. The other eight? Theyre somewhere out in the world. Good luck! Some are where dungeons were already previously located, though in different orders. Level four in the first quest is still a dungeon, only now its level five. Other levels are in such arbitrary locations that I would never have found them without a guide. Level eight especially is insanely well hidden. The starting sword, white sword, a couple of the heart containers (including the ladder one and the raft one), the bracelet, and some of the burnable bushes are the same. But, the item order is totally different. The bow? You dont get it until the fifth level. The whistle you normally got in the fifth level? Its now in the second level, and theres a LOT more hidden stuff to uncover with it in the overworld, in places you wouldnt normally think to look. You dont even get the ladder until the sixth level, and its impossible to grind-up heart containers and get the white sword before you start gathering the Triforce pieces.

Even the letter from the old lady that you need to buy medicine isnt found until VERY late in the game. It was literally the last thing I found before entering the new Death Mountain. In the first quest, its in the above door, but it aint there anymore. Instead, this is just a shop now. I did manage to grind up enough money to get the Blue Ring before playing the first stage. The shop that sells it I found by accident, as it had previously been a location of a high-yielding coin drop.

And then theres the dungeons, which have an entirely different vibe to them. Theyre MUCH more maze-like this time and some are pretty hard to find their way through. Thats not just because a lot of them put tougher enemies much earlier than you previously encountered them, either. Its how you find your way through them. Instead of just having a ton of bombable walls (dear auto-correct: bombable is a word, dagnabit), you might have to just walk THROUGH the walls, like this:

The design logic dives really hard into the invisible doors. In fact, a key item is hidden in one of the levels BEHIND the Triforce piece. The second quests progression is based more around confusing players after the first quest and having no real rules or flow to the progress, though it mostly works. Mostly, but the level design itself can be problematic. The layouts of the first five stages spell out the word E-A-L-D-Z. I have no clue why the letters are not in the correct order. I assume they were at some point in development and it was changed due to the difficulty, but either way, the third level, the L is probably the single worst dungeon in the entire history of the franchise. Hell, it doesnt even climax with a boss battle. You know those things that throw boomerangs? The big finale to the third stage is a room full of them.

The locked door? Its the Triforce room. Yes, really! The room on the right directly across from the Triforce room on the map contains the blue boomerang, and you have to use the enemy bait to get it. So these things are the bosses. Theyre not even the tougher blue versions! I thought this was supposed to be the harder second quest?! She said after already dying once.

Okay, so when the second quest is bad, its REALLY bad, but it never gets worse than that third stage. Other levels have several clever twists to them. The skeletons? Their swords shoot lasers now, just like Links does when you have full health. Full sized bosses appear more frequently in dungeons (in fairness, that happened in the first quest too, but not to this degree). Theres red herring keys laying around that theres hypothetically no way to get since you wont have the ladder yet. I mean, unless you return to the dungeon at some later point in the game to collect them. It feels like the second quests main objective is to trick players and take away any sense of predictability. Some of the staircases might send you to a room that doesnt have a return staircase, and it becomes easy to get lost or go around in circles.

The staircase drops you off in a room without a return staircase gag that I found hugely annoying is paid off in a big way during the games climax. Its actually the key to solving Death Mountain in the second quest.

While some aspects of the second quest can be taken out of order (for example, I beat level four before level three), its a lot harder to cheese by getting the sword upgrades or other key items before the game wants you to have them. It wasnt long into the second quest that I started to wonder if some of the locations and dungeons were actually the original concepts for the main quest that were moved to the bonus after-game content because they were too hard. Like the mechanic with the bubbles in the caption below? That just feels like something that was meant to be in the game all along. Its too elaborate to have been an afterthought. The same with the walking through the walls bit. While the Z-E-L-D-A shaped dungeons probably werent part of the main design, I think most of the gameplay mechanics from the second quest likely were. Maybe. The story behind the second quest is kind of one of those spilled mold into bacteria and it killed moments.

Like (like) Im pretty sure I cant reach this key yet. I think they did these things to send players on wild goose chases.

Because of how the memory on the NES worked, all the Zelda maps had to be made to fit like a jigsaw puzzle on a grid, and the second quest only exists because Takashi Tezuka only used up half the available space for the nine dungeons of the first quest. Okay, fine. It was a happy accident. But Im still willing to bet that they used the opportunity to dump gameplay ideas that were deemed too hard and deleted from the original build back into the game. These are just too elaborate, too thoughtful, and dare I say it, too elegant to have been throwaway bonuses that only happened because someone only used up half the memory they were supposed to.

The biggest change to the monsters is with the bubbles. In the first quest, if you touch a bubble, you temporarily lose your sword. In the second quest, bubbles come in three colors: the normal ones that shift between red and blue that temporarily take away the sword are still around. But now, theres also ones that are always red and ones that are always blue. The always-blue ones are harmless and have no negative effect on Link besides causing him to recoil as if hes taking damage. The always-red bubbles are by far the most dangerous and annoying things in the entire game. If you touch one, you lose your sword permanently until you do any one of the following things: (1) touch a blue bubble (2) visit a fairy fountain, and yes, the effect will linger even if you leave a dungeon (3) use a potion or (4) get a Triforce piece. This isnt a rare thing, either. Many rooms will have multiple red bubbles and a single blue bubble, while others might have quite a journey between rooms that have red bubbles and rooms that have the blue bubbles you need to regain your sword. Theres a couple REALLY annoying rooms full of red bubbles where you have to hug the wall and theres no room to dodge in any direction. Since the bubbles have no preset attack pattern and can change direction without any warning, theyre very, very dangerous.

And its not a throwaway bonus. In the second quest, theres an undeniable method to the madness that should make it a stronger experience for veterans of the franchise. Im SO happy I finally played it. Again, nobody needs me of all people to recommend playing one of the most famous games ever made. BUT, I suspect a lot of my readers have never tried Legend of Zeldas second quest. Its not just more of the same. Theres hints of that, but what the second quest really has going for it is that sense that the gameplay is what Zelda 1 would have been like all along if they didnt have to consider how new this whole idea was. Because there had never been a game like Legend of Zelda (well, except Tower of Druaga, the NES version of which I reviewed for Namco Museum Archives Volume 1), Im guessing they had to significantly tone back aspects of it. The speed of the darknuts. The red/blue bubbles. The skeletons shooting swords. I suspect that somewhere between the first and second quests is the definitive version Big Shiggy Style and Tezuka WOULD have made if they werent breaking new ground. And I think youll get that vibe too if you give it a try.
Verdict: YES!

Zodas Revenge: StarTropics II (NESReview)

Zodas Revenge: StarTropics II
Platform: Nintendo Entertainment System
Released March, 1994
Directed by Genyo Takeda and Makoto Wada
Developed by Nintendo
NO MODERN RELEASE

It took me this long, roughly two minutes into starting a new game, to realize I was not going to be having any fun. While this isnt REALLY a random encounter into a mini-dungeon, its structured to make you think it is. Its the first of many terrible ideas in this terrible, terrible game.

Oh my God. Okay, so the first StarTropics isnt exactly a masterpiece. After all, I called it the absolute stupidest good game ever made so its not like I was expecting to be blown away by a sequel. I didnt even want the clunky mechanics to be fixed. I got used to them, and theres basically no game like the first StarTropics. I didnt mind awkwardly hopping across tiles or having too stiff of movement and rigid turning. At least it played completely uniquely. I would have settled for a glorified expansion pack with more levels, bosses, and less busy work. Well, they did try to fix the mechanics, and the end result is Zodas Revenge: StarTropics II is the embodiment of the broke, or made better? joke from the Simpsons. This might be the worst Nintendo-developed game ever made. At the very least, I have to believe its their worst sequel, and I do mean EVER. I hope so, at least. I mean, how could they have ever done worse than this?

This got me all excited thinking Zodas Revenge would take a break and let me ride the Haunted Mansion, but nope.

I bought StarTropics II for Virtual Console ten years ago and I never finished it. Im not even sure I beat the Egypt stage, which is only the second level. I had no desire to go on, because everything I enjoyed about the first game is gone here. Just gone-gone, and other aspects that I didnt enjoy so much have been made worse. The satisfying yo-yo combat? Gone, replaced with generic throwing weapons that have no speed or range. As if thats not bad enough, the enemies seem to have had their sponginess bumped-up. Maybe it just feels like it because the combat is so much slower. Whatever the reason, the combat is NEVER fun in StarTropics II. Its a slog. Really boring boss fights too, as none of them have the personality of the original games bosses.

F*cking end me.

The tile-based jumping is also gone. In this game, you can just walk across the tiles. They tried to give the level design a greater sense of exploration, including more levels with multiple floors, like in Zelda games. Except it just didnt work for me because the themes, enemies, and mechanics arent as fun. Like, people who are playing a sequel presumably liked the first game, right? So why is the tile triggering mechanic from the first game no longer here? Were people complaining about that? Because if people are complaining about a primary gameplay mechanic, maybe thats a sign you shouldnt do a sequel at all. In Zodas Revenge, when a block is a switch, it blinks when you walk on it, letting you know that you have to hop on it. If its supposed to help open a door or a chest, itll make a question mark ball appear instead of leaving a footprint on the tile and causing a button to rise up somewhere else. Its such a massive downgrade that it almost feels like the first games way of doing the tiles and switches is the updated sequel-like way of handling it.

The developers did attempt to change-up the combat by giving you a psychic lightning ball. A couple enemies, including the ones pictured above, can only be harmed by it. But, while you can fire it faster, until you get the final upgrade late in the game, its limited in range just like the throwing weapons. Also, the wide variety of exotic special items from the first game are gone here, and the one that makes a return appearance has its range also limited. God forbid anyone have any fun with this game.

The exotic tropical setting? Thats gone too, at least until the final level which is just the exact same cave that made up the first level from the original game. Literally the same map and everything. The rest of the game has a time travel theme where you meet such famous historic figures as Leonardo da Vinci, Cleopatra, Sherlock Holmes, and King Arthur. Wait, what? And, like so many time travel-themed games, it doesnt really matter because the action segments do such a poor job of making you believe youre in a different time period, especially when so many enemies keep showing up in each era. Youre looking for magical Tetris blocks, and, SPOILER, when you beat the game, the alien kids you rescued in the first game are reunited with their father, then peace-out and leave for their home planet without saying goodbye to the villagers who have taken care of them for the last year. Little pointy-eared twerps. Not that I cared or anything but, jeez, what a downer of an ending.

NOTE: MICA AND THE UNGRATEFUL ALIEN TWERPS DIED ON THE WAY BACK TO THEIR HOME PLANET!

But what really sucks about StarTropics II is they completely wrecked the already janky movement physics. They tried to smooth out the stiffness, but all they did was make it easier to walk into enemies. Since ranged weapons dont show up until the very end, this is a big problem. You can move while you jump now as well, but that REALLY crashes the gameplay. If not for the ability to rewind, I would have certainly eaten a game over from botching even the most basic jumps over pits. Or, if not that, accidentally jumping into pits while fighting enemies and bosses.

The differences in elevation actually create this really unintuitive optical illusion for jumping. Its hard to explain but it feels like they didnt properly express how high you are and what that means for the rest of the room.

You see, height matters a lot in StarTropics II for both platforming and enemy attack patterns. Some rooms have elevated platforms, and many enemies and even at least one boss battle require you to jump to damage them. That would be fine with the old StarTropics I physics, where you cant jump forward unless youre jumping to a tile or across a pit. In StarTropics II, you can move while you jump anywhere, but you cant aim at them without also moving. Thats kind of a problem when you surround the player with instakill pits or water, and I died a ton from trying to aim at enemies with my short-range weapons and accidentally falling to my death. In exchange for all that, you can move diagonally now. Oooh, diagonal.

A whopping three boss fights take place on these automatic movement arrows. These specific ones move really fast, and your attack sprite just barely reaches the center of the screen where the boss is. The end result is one of the very worst boss fights in any Nintendo-developed game.

To make matters even worse, with the new movement style comes a much heavier emphasis on platforming. Im not the biggest fan of top-down platforming in general, and thats assuming the game controls well. StarTropics II, you know, doesnt. Since jumping and collision detection is so hard to judge in Zodas Revenge, leaning into obstacles based around jumping with moving platforms or disappearing platforms was a recipe for disaster. Oh, and sometimes the ledges will have an invisible wall to stop you from simply walking off the side and to your death, but sometimes it doesnt. The original StarTropics had some timing-based stuff like hopping over knives sticking out of the ground or cannonballs, but it feels like they tailored the challenge to the limitations of the physics. With Zodas Revenge, I get the impression they eventually just sort of shrugged and said meh, good enough even though it wasnt.

It really feels like I cleared it but whatever.

As a result of all the changes, Zodas Revenge doesnt really feel like a sequel so much as a really bad rip-off of StarTropics made by a completely different team. Thats sad, because its from the same director and artists. Its COMPLETELY lacking in charm, and even the busy work is worse than ever. Im pretty sure the reason I quit the first time was because a gigantic blind maze happens in the middle of the Egypt level. You have to climb these towers to get a peak of the layout, but the actual navigating has to be done without seeing the walls. Okay, that doesnt sound too bad if they dont overdo it. But then it keeps going and refuses to stop. The one improvement over the original: you no longer have to talk to everyone to open up the actual levels. I guess they were as bored with that as I was.

Also that monkey is later revealed to be Merlin the wizard. I wish I was joking.

So the enemies are dull, the boss fights are charmless, the movement parameters are all screwed up, theres too many basic square-shaped rooms with no frills in them, the level structure is bad, and the time travel theme is a total bust. It cant get any worse, right? I mean, its not like right before the big final climax, theres a full-roster boss rush, RIGHT? Of course there is.

At least now you have a ranged weapon for them. The last one isnt a previous boss but rather Zodas head lice. Oh, but its evil head lice that unlocks the final battle.

For all of its many, many problems, at least StarTropics felt like it came from a place of inspiration. Zodas Revenge doesnt. Zodas Revenge was the final NES-exclusive game developed by Nintendo. Now Ive played several post-SNES releases for the NES that were so good that Ive suggested the NES had a secret golden age that nobody talks about. This includes a decent Flintstones game and an even better sequel, a genuinely underrated Jetsons game, a Wacky Races platformer that should make for an excellent childrens game, a DuckTales sequel that I feel easily tops the original and might be the most underrated NES game ever, the long awaited NES port of Bonks Adventure, and the third and best Adventure Island game. Other companies werent phoning-in the NES swan song, so its just such a heartbreaker that the series finale of the NES that was made by Nintendo themselves (Im not counting Wario Woods since that was also on the SNES) sucks so very, very much.

The last form of Zoda, who now looks more like Zorak from Space Ghost, also looks like hes taking a wiz in the middle of our battle to the death.

It feels like someone at Nintendo said theres still millions of NES owners in America who would buy new software for it instead of SNES games. Who wants to make the last original NES game? and everyone said NOT IT! until Genyo Takeda was the only one left. This was HIS last directed game, by the way. Hes the genius behind Mike Tysons Punch-Out!! and he also made the original StarTropics. The first StarTropics was created to appeal to American gamers and never got a global release until Virtual Console came around. Hell, its still never gotten ANY Japanese release to this very day, even via Switch Online. Because the Macguffins are Tetris blocks and the final cinematic involves the chief of C-Island assembling them via playing Tetris, Im guessing they cant re-release this on Switch Online. Thats fine, by the way, because this is NOT a sequel to StarTropics. Its barely a shadow of it. Its fitting that the ending of Zodas Revenge is such a downer. Its art imitating life. Or, wait, is it the other way around?
Verdict: NO!

Kind of looks like Moth Man.

Wario Land: Super Mario Land 3 (Game BoyReview)

Wario Land: Super Mario Land 3
Platform: Game Boy
First Released January 21, 1994
Directed by Hiroji Kiyotake and Takehiko Hosokawa
Developed by Nintendo
NO MODERN RELEASE*
Listing on Mario Wiki

*I made a mistake when I first published this and said Wario Land is on Switch Online. It is not.

From here out, if theres an option to do color versions of classic Game Boy titles (meaning more than just four Super Game Boy-like colors), Im taking it. If home developers are going to go to all the trouble of colorizing these games, at least one person with a semi-big review platform should acknowledge them. All the color screenshots in this feature are from Wario Land: Super Mario Land 3 Color Edition by korxo, who did a very good job given the limitations.
Link to the Patch

The fire attack and the dash attacks dont show up all too well in screenshots. Thankfully, I barely used the dragon hat.

Okay, Im pretty sure this is the last game thats officially part of the Super Mario franchises 8 bit and 16 bit era that I havent reviewed. Like Yoshis Island, its only technically part of the Super Mario franchise thanks to a subtitle and really exists to act as the starting point for its own spinoff franchise. As of this writing, theres been eight Wario Land games (assuming you count Wario World for GameCube and Wario: Master of Disguise for Nintendo DS as Wario Land games, and I do), and it all started here with a game that built to the strengths of the Game Boy. Its certainly not Mario-like. Wario Land is actually more of the spiritual successor to the legacy of Doki Doki Panic and later Super Mario Bros. 2. Its a much, much slower action game with a focus on exploration. Theres no B-running and no fast reaction times required. Even when youre being stalked by a killer Thwomp, the tempo is kept pretty low and the focus is on creating tension, not panic.

Actually, it does the chase gimmick twice, with the second time turning the Thwomp into a boat at the end.

Which isnt to say theres no action in Wario Land. Warios tackle is satisfying enough, and its always fun to pick up a downed enemy and throw them off their perch and to their death, hopefully involving lava. If it worked perfectly, the combat would be S-tier for 8-bits, but thats not the case. Wario is one of the first 2D retro games Ive reviewed where the physics are wonky to the point of being genuinely unpredictable, mostly thanks to the level layouts. If you attempt to pick up an enemy with any structure nearby, whatever youre carrying will be knocked out of your hand, and the enemy might instead shuffle around like theyre square dancing upside-down around your sprite. Theres a roughness to Wario Land thats obvious right from the start and sticks around until the bitter end.

This is not a traditional hop n squash game. I took more damage fighting the most basic enemies than I did in all other Mario games in this marathon combined. I dont know if a single goomba so much as nibbled at the tip of my boots in the Mario games, but these little things called Pirate Gooms got me several times. Usually because they recovered right as I was reaching them. I may or may not have lost lives to them as well. (cough) Hey, it wasnt MY fault. It was the physics. I swear.

Thankfully, the combat takes a deep back seat to stellar level design, but even that has this undeniable roughness to it. Wario Land has one of the strangest progression structures Ive encountered, as some early levels have multiple exits and branching paths, one of which leads to an entirely different game world thats otherwise inaccessible. Hell, the very first level in the game takes place on a beach, and the levels format changes after you beat the first game world and the tide comes in. Its a great idea that had me so pumped-up to see what other wacky changes would happen to the game world.

And then, after the 23rd of 40 stages, the multiple exits concept is abandoned completely, never to return. In total, only five stages have hidden exits. Imagine if Super Mario World didnt have any key holes after the halfway point. Well, Wario Land actually does that, and its so goddamn weird for it. The idea of changing world maps is also largely abandoned, as Im pretty sure theres only one instance of it with any consequence after the secret exits stop. A lot of games give off the impression of having more ambitious plans that were left on the drawing board, but with Wario Land, I really think that might be what happened. The only way I can make sense of the structure is that they ran out of time and had to delete multiple exits and possibly stages when the time came to code the game, only many earlier ones had to be left in because they stuck a game world off in the corner, where nothing else on the map can logically reach it, and there was nowhere else to hide the treasures within.

Unlike Mario World, the keys that unlock the fifteen hidden treasures are often placed away from the skull doors that hold them. Sometimes, theyre on the total opposite end of the level, and carrying the keys from Point A to Point B is a pain in the ass. In a good way, I mean. Thankfully, the keys dont vanish if you scroll them off screen, and you can also use them to kill enemies.

The good news is that hidden doors arent the main thing youre searching for in Wario Land. What youre really trying to do is accumulate money to buy a bigger house than Mario lives in after Warios attempt to claim squatters rights in Super Mario Land 2 didnt work out. The plan is to steal back a gold statue of Princess Peach that was stolen by Captain Syrup, the ruler of Brown Sugar Pirates (why is it always food-based names? Does Nintendo not feed their developers? It would explain a lot!). Surprisingly for a Nintendo game, Wario doesnt intend to fetch the statue in order to court Peach. Oh no. Wario might be a greedy Mario doppelgänger, but hes a greedy Mario doppelgänger who follows the golden rule: dont stick your d*ck in crazy, and when the ruler of a country commissions a golden statue of themselves, its a safe bet theyre f*cking nuts. Go ahead and cringe, but Wario played Super Princess Peach. He knows whats up. So he plans on ransoming the statue to raise funds to buy a castle. Its the most petty reason to go on a harrowing adventure, and it ends with Mario stealing the statue anyway.

As luck would have it, the final boss is a genie and, once Wario has won the fight, he gets to make a wish. He probably should have made it I hope that my action-adventure franchise doesnt completely evaporate by the 2010s but Im getting ahead of myself. Because the absolute monarchy of the Mushroom Kingdom is so capitalist that even a genie needs to get a bag, to make Warios wish come true, you need to accumulate as much money as possible. The hidden treasures are given value in coins after you beat the genie, and Im fairly certain that if you find all fifteen of them (and complete all forty courses as well), you will max out the coin bank and get the best ending, which is Wario getting his own planet.

Update: WRONG, you will need about 10K in coins plus the fifteen treasures plus have an all-clear for the forty courses to get Planet Wario.

Mario would later top this by getting his own galaxy. Always a bridesmaid, huh Wario?

Finding the treasures IS hugely satisfying because the game doesnt tell you where they are. While the five stages with hidden exits are marked on the overworld map, theres no indicators for which levels have treasures (something Virtual Boy Wario Land did). The only thing you can really use to help is the fact that the fifteen treasures have spots sequentially on the scoreboard. So if youre missing the G treasure, its going to be found in one of the levels between where you found treasures F and H. I love this, and the only thing I wish for is that, once you found the treasures, the game told you what stages you found them in. I also wish Nintendo would build a much bigger game based around this idea. I found MOST of the treasures on my first playthrough, but the act of getting them was rarely a layup. In fact, the second-to-last one I could not find for the life of me.

When you do find the treasures, its a moment. It never feels anything short of great.

As a proof of concept first attempt at a new franchise, Wario Land holds up shockingly well. I dont think it will be for everyone. The slow movement will be a major turnoff for a lot of players, as will be the clunky mechanics. It also has some exceptionally weak bosses. At one point during a boss fight, I was dodging attacks and hunkering down for a typical three hits and your dead type of battle. But after a few passes, nothing was happening, so I charged at the boss and it worked. When he was stunned, I picked him up and threw him in the lava and the fight was over. Curiosity got the better of me so I rewound the fight and this time, I charged as soon as I could. It worked.

Even with satisfying combat, I wouldnt recommend playing Wario Land specifically for it. Its just not polished enough for that. From an action perspective, its for sure the roughest 2D combat I can remember Nintendo doing, including Kid Icarus. But as a true treasure hunt game, I was constantly surprised by how much fun I was having. Wario Land has NO bad levels among the forty total courses, which is nothing short of remarkable given the limitations of the Game Boy. And, as I said, even the basic enemies can pose a threat, so you cant sleepwalk through it like you can the Virtual Boy sequel that was the only Wario Land I really ever played through all the way. Okay, so the difficulty is largely thanks to the janky physics and stiff jumping, but its charming even when it feels like it doesnt work the way the developers intended.

The later levels that take on maze-like characteristics are so strong that I wouldnt have minded if EVERY level had been that way. They basically did have that mentality for the sequels.

Im sure a lot of people will say Virtual Boy Wario Land is the superior game, but Im not going there. Both games are vastly underrated, but once you stack the eagle helmet and dragon helmet in VB Wario Land, its all over but the shouting. The game becomes too damn easy, and that broke my immersion a lot more than the eye-melting red and black visuals did. While theres a few pits that I feel are too touchy and the collision is never as good as you want it to be, Wario Land: Super Mario Land 3 never allows you to go on cruise control. Its an imperfect build of the perfect 8-bit mix of platforming, action, and exploration. But even the imperfection feels like it fits Wario like a glove. What other character could get away with a game that feels this unfinished? I assume since it was 1994, they thought the Game Boy was near the end of its life cycle and they had to rush it out. Hah.
Verdict: YES!

Donkey Kong Country (SNESReview)

Donkey Kong Country
aka Super Donkey Kong (Japan)

Platform: Super Nintendo Entertainment System
First Released November 18, 1994
Directed by Tim Stamper and Chris Stamper
Developed by Rare Ltd.
Published by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Mario Wiki

Well, um, the rain still looks like rain! Or oatmeal. It kind of looks like oatmeal. But RAINING oatmeal.

I swear to God that I didnt deliberately review this back-to-back with Super Mario Land 2 because both games were more focused on looking pretty than being mind-blowing from a gameplay perspective. Actually, I thought Donkey Kong Country had a much better chance of scoring a YES! than Super Mario Land 2 because it would still have the horsepower to pull off clever level design. And sometimes it does! Like, take a look at this:

Oof, that does not look beautiful. I bet it did in 1994, and thats literally the only time it had to. No matter what anyone thinks, even Nintendo games (or games Nintendo paid to have made, as is the case with DKC) are ONLY made to appeal to gamers at the time of release, and if they happen to be valuable as catalog titles later, thats just a bonus. I know people want to believe the mighty Nintendo plays 4D chess and has this big roadmap of when catalog titles will be worth money again, but they dont. Nobody does. Thats why gaming licensing planks are so very, very one-sided and sh*tty. 

You have to hit those STOP/GO barrels to freeze the red-eyed enemies, which turn into stones. You never know how much time you get for each barrel, and they staged the level in a way where the last few only give you a split second. Its quite exciting, and the enemies are creepy enough. I just wish there were more stages that made me sit-up like that, but that wasnt the point of Donkey Kong Country. It was made only to be 1994s big smash hit, and if its worth some scratch in the 2020s, hey, lucky us. So when people say Donkey Kong Country doesnt hold up its okay to say well duh! It accomplished exactly what it set out to do in 1994: curb stomp the 3DO into oblivion while keeping Nintendo fans on the hook while they got the platform that would come to be known as Nintendo 64 ready. Holding up to the test of time was not on the agenda.

You cant say that they overplayed level gimmicks. Despite the fact that the STOP/GO barrels had legs as a gimmick, they only show up in that one level. These parrots only show up once too, though theyll be featured characters in the sequel.

So in a sense, its kind of remarkable that any aspect of DKC holds up at all. I think my frustration with Donkey Kong Country is that it doesnt feel like it squeezed all the potential out of the gameplay concepts it has. Maybe they were saving-up for the inevitable sequel, but I dunno. Im a big fan of leaving it all on the court, and Rare sure as hell didnt do that. Its actually one of the most conservative games Ive reviewed lately. As a franchise builder, few first steps are rarely this enticing and leave you wanting more in a bad way. Maybe any more bold ideas were canned for being too difficult when they were trying to make a game to appeal to everyone, including very young gamers, whom Im guessing will like DKC in 2025 more than I did. I hate to guess on these things, but Donkey Kong Country seems like a great starting title for introducing young children to platforming. From what I can remember about the sequels difficulty, Im guessing I wont be able to say that about them.

Then again, theres moments that feel like the bottom of the barrel is being scrapped. No pun intended, but this evil barrel is my least favorite boss trope: fighting the same regular enemies youve been killing en masse this whole time.

Even the Stampers recognized the game was too easy, but I think that could have been fixed by adding a difficulty toggle. A hard mode wouldnt have been too hard. Just remove a lot of the DK barrels from stages. I took plenty of damage playing DKC, but I never had to wait more than a few seconds to undo that, so there was no tension. Still, the addition of Diddy Kong was probably the smartest move. What Donkey Kong Country really does right is removing hit points in favor of having two different characters, and whoever youre playing as is lost when you get hit, at least until you find the next DK barrel two seconds later. Being able to swap between two characters who have different skills was also inspired. Diddy Kong can cartwheel through enemies and seems to have more hangtime when you cartwheel off a ledge before he has to jump. Plus he carries barrels in front of him, which makes it easier to uncover hidden doors. Meanwhile, with Donkey Kong you can do such tactics as tagging Diddy so you can use him instead. Again, a great idea that would be utilized better in the sequels. Are you noticing a theme here?

The only time I used Donkey Kong was when I was afraid of losing Diddy. It became clear really quickly why hes not playable in the first two sequels.

Unlike Super Mario Land 2 which, besides having a lot of pointless bonus levels, really did nothing wrong besides having too basic of level design, Donkey Kong Country did PLENTY to leave me terminally annoyed. The methodology of 100%ing the game (or 101%ing because aint that quirky?) is strange. Every level has K-O-N-G tokens to find, some of which are so well hidden that I couldnt find them. Sounds great, except they dont contribute to the final completion percentage. Instead, acing the game only requires finding every bonus room. Probably not the best way to do it since theres too many of them and they completely bust the games flow. My favorite levels were usually the ones that back-loaded the bonus rooms near the end of the stages. Those tended to have above-average level design. Hell, I normally hate swimming stages, but at least none of those have bonus rooms, so they were some of the better levels.

I found myself carrying barrels and walking up against walls because I was more focused on getting 100% than I was just enjoying the boilerplate, paint-by-numbers level design.

What wrecks the games tempo even worse than the bonus rooms are the animal tokens. No matter what youre doing or where you are in a stage, once you collect the third and final token of any set, you drop what youre doing and enter that specific animals bonus stage. It would make so much more sense to instead bank the reward until after you beat the level. Thats a time honored gaming tradition, right? But no, its an interruption, and not always (or ever) a welcome one. The levels take a while to finish, and it gets worse, because sometimes after the round is finished, it takes you quite far back in the level you were playing. Maybe even to the start of the stage.

Okay, so the animal bonus rounds are fun. Well, until you have 99 lives. Then they become annoying.

I did end up 101%ing Donkey Kong Country, but the irony is, I probably would have enjoyed my time with the game a lot more if I hadnt bothered. I mean, not enough to give Donkey Kong Country a YES!, but it would have been a lot closer. I found myself deliberately avoiding animal tokens and losing the bonus rounds as soon as they started just to make them go faster. When just the act of finding the rooms is all you need, why bother? DKC is a game where lives are so plentiful that youll almost certainly not game over even if you struggle with some later stages. Thats a big if, by the way. The only stage I died more than twice on was the second mine cart stage, which shows up pretty late in the game. And its not that I never enjoyed the exploration aspect. Actually, I was happy that, if you miss a bonus room and have to replay the level, you dont have to finish it to get credit for the stuff you missed. As soon as you locate the bonus rooms you missed, you can pause the game and press select and return to the map with full credit.

If the game had required all the letters, I would still be playing DKC, but it didnt, and instead Im trying to finish up this review as fast as I can.

There are a handful of gimmicky levels to keep the experience somewhat fresh, like the above screenshot. That treadmill runs on fuel barrels that you have to collect, and it kept my attention for the full length of the stage. The mine cart stages are some of the stronger auto-scrolling types of levels Ive experienced, and a stage where you slide up and down ropes automatically actually provided a solid, enjoyable challenge. Id say around a third of Donkey Kong Country holds up and remains clever today. But two-thirds of the game is too basic to hold up to the test of time. You never quite shake the proof-of-concept feeling when playing it, and that makes sense because the gameplay isnt what they had to get working. Nintendo paid for a game that looked high tech enough to buy them time for the Nintendo 64. Donkey Kong Country for the third best-selling SNES game, so they got it. But being more bold and experimental with the level design? That came later, with the sequels.

Donkey Kong Countrys bosses are all dull, but King K. Rool takes the cake. His arena is much bigger than the screen, and his attack pattern is basically adding one pass across the full length of the arena after every hit. So when he drops cannonballs across the screen, instead of an exciting pattern like dodging them for several seconds, the cannonballs drop one at a time across the length of the screen. Its the most unimaginative way of handling any boss, let alone a final one.

As a prototype for better games to come, Donkey Kong Country is a good start. Its never BAD from a level design point of view and the barrels that you fire out of are fun enough, though not quite barrels of fun. The controls are pretty good, and its easy to get a feel for how long you can roll or cartwheel off a platform and float in the air before you have to jump. But the level themes are basic and dull and theres not a big enough cast of enemies. The bosses are REALLY bad, too, and since they take even longer to fight than enemies in Mario games, they come across as punishment for finishing a world instead of a reward.

The barrels are certainly a great idea and probably the one aspect of Donkey Kong Country that I feel they didnt hold back on. They got every molecule of gameplay out of them without being boring. I really think theyre why this ended up such a potent franchise.

The test of time is cruel, and no games have a tougher time facing that test than games based around cutting edge graphics first and gameplay second. Since the graphics were the main selling point, I figure I should mention I thought the game was pretty damn ugly. The character models are fine, I guess, but the architecture is really rough, with backgrounds often looking like Sega CD levels of splotchy. The funny thing is, after Donkey Kong Country became the last big mega hit for the SNES, Nintendo would have given anything to have Yoshis Island look like this game, and the only reason it didnt happen is because it was too far in development to change the entire art direction. Thats kind of hilarious, because Yoshis Island still looks good in 2025 including all its cutting edge special effects. Donkey Kong Country, well, doesnt. These days, DKC is just another middle of the road SNES platformer that looked better in 1994 than other middle of the road platformers, but it did leave a franchise with much better games in its wake, so it has that going for it. Take that, Plok.
Verdict: NO! But I want to talk about one last thing.

Donkey Kong Country: Competition Cartridge

My best score for Competition Cartridge. I couldnt find what the highest scores were but theres people who have scores in the 3,000s. Most of my runs also ended around the same spot, too.

Theres a version of Donkey Kong Country that acts as a spiritual successor to the 1990 Nintendo World Championships cartridge (which I reviewed in Tetris Forever: The Definitive Reviews bonus section). Its really well made, too and actually the one aspect of Donkey Kong Country that unambiguously holds up. The timer stops during all transitions. Theres no overworld map, so finishing one stage takes you automatically to the next. They even redid whats inside the bonus rooms to make the scoring for entering those rooms more logical, and the scoring system is, you know, fine. I actually had a lot more fun playing this than I did in anything in Nintendo World Championships: NES Edition. Its fast-paced and genuinely exciting. So, why isnt THIS on Switch Online? Unless Blockbuster Videos IP holders also hold the publishing rights (dont rule this out) I cant think of any good reason. If you get a chance its worth checking out, though its probably not worth the $5,000 it fetches on Ebay.
Verdict for Donkey Kong Country: Competition Edition: YES!

The math checks out.

Super Mario Land 2: 6 Golden Coins (Game BoyReview)

Super Mario Land 2: 6 Golden Coins
Platform: Game Boy
First Released October 21, 1992
Directed by Hiroji Kiyotake and Takehiko Hosokawa
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Mario Wiki
Color screenshots are from Super Mario Land 2 DX by toruzz
Link to the Patch

I really dont think its Mario or Zelda or Kirby or Samus Aran that prove Nintendo is the Death Star of video games. Its Wario. You know, the throwaway final boss in a Super Mario Bros. spin-off that went on to star in twenty games where his name appears in the title, and thats not even considering that hes one of the most popular characters in Mario Kart. Hell, Wario can even lay claim to being the star of a killer app for an entire video game platform. Okay, so its Virtual Boy, but it still counts. Meanwhile, Wart is like f*cking seriously?

I cant imagine how mind-blowing seeing Super Mario Land 2 must have been in 1992. Mario as a Game Boy franchise went from looking like this:

To looking like this:

Cool. Nintendo set out to give players the Super Mario World experience on the Game Boy. A task that was basically impossible, but they really did give it the old college try. I suppose thats why Mario Land 2 is maybe the weirdest game in the entire Super Mario franchise. Most of the rogues gallery are one-off enemies that dont really feel like Mario baddies. This even includes things like pigs with cannons for snouts, a Kid Dracula-like vampire that shoots bats at Mario, and Jason Voorhees-like evil hockey masks complete with a f*cking knife sticking out of them. Seriously, what?

6 Golden Coins feels like it has just enough Mario staples like the mushrooms and fire flowers, Goombas and Koopa Troopas, or the right kind of destructible blocks to pass as a Mario game and not some kind of weird ROM hack. I assume this was done because turning a popular colorized 16-bit game into an 8-bit black and white game was too tall an order. If they copied too many enemies, then all they would be making is a much, much lesser version of the game everyone really liked. Which is sort of what they ended up with anyway, but I do kind of understand why they created such a large roster of new enemies and locations. Probably the best thing I can say about Mario Land 2 is it still feels pretty fresh. Instead of the typical hill stages, fire stages, ice stages, etc, you go into outer space, a graveyard, or a giant mechanical statue that Mario built to honor himself, I guess.

For seemingly no reason, heres a stage where the ground is shaped like LEGO. It doesnt do anything different. Its just a floor, but, look, its shaped like LEGO (or Nintendos LEGO knock-off)!

So, uh, this is the one that gets me assassinated but I didnt really like Mario Land 2 at all. I didnt hate it or anything. It controls fine and has decent jumping physics, but I was just really bored playing it. I imagine a child in 1992 would be more than satisfied with this brisk, easy-going Mario game that looks great but had its potential held back by the Game Boys hardware limitations. While the enemy sprites might look original, they couldnt really do anything creative with their placement or have too many on screen at once. Hell, the hockey masks are just normal Goombas that look different when you get right down to it. Granted, most enemies in Super Mario games are cannon fodder, but these ones are especially easy to deal with. Some of the indestructible underwater ones had a tight squeeze to avoid, but otherwise, theres just not enough threats in Mario Land 2. The bosses are all pretty weak too.

Tatanga, the final boss from Mario Land 1, was the second boss I faced and the first enemy that damaged me at all. About three seconds after he got me with one of his projectiles, I nailed all three hits against him in a row because they didnt give him hardly any invincibility frames. He basically reverse-stomped himself into my feet.

If the level design was amazing, that wouldnt be a problem. But despite the original backdrops, I found myself listless playing the stages. Even the ones structured like mazes are too basic for their own good, and the act of exploring isnt very rewarding because so many of the unlockable bonus stages feel samey. Only one of them provides any reward besides just an extra stage for the sake of an extra stage, and thats a shortcut in the Macro Zone that skips two of the levels and takes you straight to the zones final stage. Okay, so it was cute that the moon got pissed off at me for getting the Space Zones bonus level, but the novelty wore off when I had to actually play the stage and it was just more of the same. I dont mind the level count, but the bonus levels need a reason to exist. Hell, theres even a random level in the map, the Scenic Course that just sort of is there for no reason besides why not? It does nothing. It unlocks nothing. Its pointless. I think Nintendo was capable of better than that by 1992.

Hey, dont look at me like that! Youre the one that only has two levels.

So, yeah, Im not a fan of Super Mario Land 2. The rabbit ears arent a very fun power-up (theyre basically the racoon tail without the soaring through the sky part), the game is far too easy, and things like how carrying a turtle shell is done by balancing it on your head because they couldnt squeeze in an animation of Mario carrying the shell thanks to the hardware limits made me cringe instead of smirk. Really, the only purpose Mario Land 2 serves today is being a reminder that ALL games are a product of their time. Most of Nintendos catalog holds up remarkably well to the test of time. Its their most astonishing achievement. But the Game Boy wasnt ever really meant to do that. It was designed to provide a lower cost portable experience that was good enough for the standards of over three decades ago.

You know, having the Three Little Pigs would have been a cute idea if I hadnt already fought a completely different species of pig that shoots cannonballs at me. Do YOU guys shoot cannonballs? No? Then how come that thing wasnt the boss and you are?

I actually tried to do this review back in January, when I reviewed Super Mario Land, but I got bored pretty quickly and shut it off. I gave the original game a YES! because, rough as it is, its a unique Mario experience unlike any other Super Mario game before or since, something you cant really say about Mario Land 2. The two games have a lot in common. Like 6 Golden Coins, Mario Land 1 has unique-to-it locations, enemies, and themes. I guess I just like the idea of Mario exploring Ancient Egypt, Easter Island, and a world based on Chinese folklore more than lock blocks or a graveyard. But its not just that. Mario Land 1 feels like a one-off Mario gameplay experience. Mario Land 2s gameplay is just the best approximation of Mario World they could muster within the limits of the Game Boy. An impressive engineering feat? Sure.

The level design just never rises above being okay. Im happy I waited until after playing every other 80s and 90s Super Mario game to do 6 Golden Coins, because it really aged the worst out of any other game in the series. It just offers so very little that holds up. All that it really has left is a lot of personality, but hell, every Mario game has that, dont you think?

Fated to age well? Nope, and thats okay, because it worked for the kids of 1992. Im happy for them. Its just not 1992 anymore, and from the moment I booted up Mario Land 2, I couldnt wait to be done with it. God, I really hope they dont remake this one. Oh, Nintendo will eventually, but when it happens, I hope its a full reimagining with new level design and power-ups that keeps the basic frame work. The idea of Mario Land 2 is fine, but its a product of its time, and that product is about thirty years past its expiration date. Thanks for giving us Wario, though. I do like Wario.
Verdict: NO!

Metroid: Zero Mission (Game Boy AdvanceReview)

Metroid: Zero Mission
Platform: Game Boy Advance
Released February 9, 2004
Directed by Yoshio Sakamoto
Developed by Nintendo
Available with Switch Online Expansion Pack Subscription
Listing at Metroid Wiki

ARE YOU SH*TING ME? How the heck did I miss 33% of the items? I knew I should have used a guide. Oh, and ignore my completion time, because I did rewind and use save states a lot to undo backtracking. At one point, I spent close to an hour trying to figure out how to get one super missile pick-up (this one) when I knew I had the stuff to get it, but I also wanted the best ending. I really thought Id be further along in my Nintendo marathon, but trying to 100% every game is getting to be a pain, especially since I missed an energy tank in the first Metroid anyway (I didnt get the one in Kraids chamber). For Zero Mission, I really did think I got most everything. Im genuinely stunned I missed so much. I thought, at worst, Id have like 90%.

Its really not accurate to call Metroid: Zero Mission a remake of the original game that I just reviewed. There are winks to the original game, but calling this a remake is like saying the 2025 Superman movie is a direct remake of the old 1950s Kirk Alyn serial Atom Man vs. Superman. I mean, theyre both about Superman fighting Lex Luthor, who uses an artificially-created Kryptonite to neutralize Superman while unleashing a doomsday device on Metropolis. Theyre practically identical! Except, no, theyre not really that similar at all. Zero Mission is barely even inspired by the original, and instead shares a small handful of similar rooms and a couple gags from the first game. Like, remember this GOTCHA?

I could have also done the Captain America I understood that reference! meme here.

But otherwise, this is basically more of a direct prequel to Super Metroid, like Nintendo said, what if in 2004 we released what the 1986 game would have been like if we had made it in 1994 instead? Its Nintendos version of wish fulfillment. Which isnt to say you should expect a game with as grand a scale as Super Metroid, either. I was actually surprised by how small the world of Metroid: Zero Mission is, even if you count all the Zero Suit stuff. I remembered the game being much bigger, but there really are only two benchmark boss fights before you tackle Mother Brain. Nintendos own version of Bulk & Skull, the dynamic duo of Kraid and Ridley. Theres other boss fights but not a single one of them shakes the mini-boss vibe, and hell, I beat Ridley in about twenty seconds. I even called my nephew and his friends over to watch the fight since theyre big Smash Bros. fans. Hey kids, want to see me beat Ridley? and the fight was over before the kids even finished talking about how cool a design it is.

Maybe Im just good at fighting Ridley. I died against both Kraid and Mother Brain, but later on, I beat Robo Ridley only getting hit twice.

I guess I just expected to like Metroid: Zero Mission a lot more than I did. I was certain Id be saying its one of the all-time great Game Boy Advance titles, but Im not going there. Much like with Super Mario Bros. 3, eh, its fine. It just brings very little new to the table. The disappointing thing is, when it does manage to bring fresh ideas, they usually are fantastic. Its such a small thing, but at one point youre attacked by these annoying-as-hell space parasites. You cant shoot them, and once theyre on you, you have to bomb them off. I kind of figured they only existed to be a tutorial for the bombs. Later in the game though, you have to deliberately infect yourself with the parasites, then lead them to these otherwise indestructible heart-shaped barriers. Apparently the parasites like them more than the taste of Samus armor.

Chow down, gang! Whoever eats the most will become the new Khaleesi of the Great Grass Sea! (My sister read that and said thats not why she eats the heart. Its to prove shes carrying the Stallion who Mounts the World you idiot. I feel so loved.)

Its such wonderful world building that helps make Zebes feel like a genuinely organic, thriving ecosystem, but those moments are few and far between. Zero Mission just never successfully loses the vibe of being a lesser-version of Super Metroid. It sure doesnt play as well. The movement and aiming is clunkier and the sense of exploration is muffled. The level design is fine, but its not amazing. If they were aiming for a sense of claustrophobia, great. I was kind of surprised thats something that people craved from Metroid, but again, I got into the series through Metroid Prime. While it has plenty of moments of feeling closed-in, the thing *I* most directly associate with Metroid is the believable alien world. At the time I played Metroid Prime, Id played a lot of first person shooters that controlled better and had better action, but it was the atmosphere and the settings (and the enemy design to a lesser degree) that immersed me like few games ever had. For a 2D game, Zero Mission does okay at that, but theres not enough of a push towards giving it that lived-in feel.

This is the only cutscene that works, and its for one of my favorite game bosses. A giant one-eyed brain with spikes and tubes coming out of it thats submerged in a giant glass jar is objectively terrifying. On the other hand, the one right before the Zero Suit section of the game was so damn silly that I chortled. It looked almost identical to the opening of the Mighty Mouse in the Great Space Chase, which a young Cathy Vice most certainly didnt watch so much she wore out the VHS tape. I showed this joke to my parents and they both looked off into the distance like they were having flashbacks. You know, come to think of it, I wore out an awful lot of video tapes that my parents hated having to watch over and over again. I just gave them the stink eye, but they claim innocence. We would never have broken your treasured video tapes, Cathy. We might have lied about our ability to find replacements, though. Well, thats fair.

Everything that happens until after the Mother Brain fight has the feel of going through the motions. Theres not really any new items or abilities. Theres lots of gizmos in the levels themselves that you can use to get around, but otherwise, this is just a boilerplate, paint-by-numbers Metroid adventure, and its good, really. Its pretty much impossible to not enjoy Metroid once they perfected the formula. But I found myself waiting for something to happen that really made me sit up in my chair, and it just never happened. You beat Mother Brain, run away, and it feels like a decent but unspectacular game is over. Everything that happens afterward feels almost like a completely different game. Im guessing they were aiming for an epilogue vibe. They failed badly at that.

The home stretch leading up to the battle with Mother Brain is probably the part of the game that feels most closely pulled from the original. In fact, its actually a safe bet to say that the only twist really is that youre not playing the original game. Its a little easier to dodge the bullets shot by the indestructible guns and you presumably have super missiles to make breaking through the barriers go faster. Then you get to the Mother Brain fight, and I felt its a massive letdown. Its staged very poorly, with two single-block platforms and a pit of lava underneath you, with two guns continuously shooting at you AND those orange circles. This was a chance to fix one of the worst last boss fights Nintendo ever did, and they just made it SLIGHTLY more tolerable. The only new aspect is now Mother Brains eye must be shot, and its just not enough. How come Kraid and Ridley get whole new fighting styles but Mother Brain is only slightly updated? Because shes the last boss! BUT SHES NOT! Its a boring Robo Ridley fight thats basically the same type of fight as Mother Brain with a small target thats covered in glass that has to be shattered, then you have to wait for the glowing dot (an eye, if you will) to be vulnerable to shoot it with missiles. Only THAT fight doesnt have lava and over four other things shooting at you from all angles while you balance on two small blocks. I would have preferred something truly fresh over a retread of the same old sh*t. Have the glass itself fight back, T-1000 style or something.

Yes, the Zero Suit stuff is fantastic. So fantastic that I kind of wish they had the guts to do that as the entire game. It pulls off genuinely scary stealth mechanics in 2D just about as good as a platforming-shooter can do. Okay, so its nowhere near as hair-raising as the evil Samus in Metroid Fusion was (the first time I realized a 2D game could be scary), but running from the Space Pirates was always exciting. Even if some of the moments chosen as the spot you run to that makes them give up and turn around made no sense at all.

Duh, lets see, I was right on her tail when she ran into this room, but shes not here. All thats here is this wall that both her and I can easily jump over. Ill just assume she was so scared of me that all her atoms depolarized and she vanished. Good job, me! The literal brain thats my boss would be so proud of me if she hadnt just been killed by some blond chick wearing a superhero suit. Hey wait a second! I wonder if that blond chick wearing a different kind of superhero suit that I was just chasing knows her? Well, too late to ask, I suppose, on account of her atoms depolarizing. Hopefully when they make a game about this some day, all the little space pirates who play it wont have their immersion completely shattered when they see how my victory over the blond girl who Im pretty sure isnt the same blond girl who killed Mother Brain plays out.

Okay, so Zero Mission requires a LOT of suspension of disbelief at the ends of the chases, but most of the sneaking and running is very well done. I just wish it lasted a lot longer. Once you get the suit back, not only does the game go back to being paint-by-numbers Metroid, but the final stretch leading to the ending leans too heavily on a poorly-designed Space Jump. Metroid: Zero Missions jumping I think is the weakest link of the game. Even when you have the high jump, it never stops feeling too heavy to the point of being slightly uncomfortable. Oh, its not a deal breaker or anything. Youll adapt to its limits and timing because they did a first-rate job of designing the levels in a way that puts a focus on the limits of your jumps. Eventually itll be intuitive, and that must be harder to do than it seems from a development standpoint because a lot of games where the jumping isnt comfy never manage to recover like Zero Mission does, especially as quickly as it does. But its always the elephant in the room, and that elephant goes on a murderous rampage once you get the Space Jump.

This is one of those mechanics where you have to pause and shake feeling back into your hand.

Unlimited jumping WITH heavy jumping physics is a really, really bad idea, and so course its the primary gameplay mechanic of Metroid: Zero Missions climax. Its actually exhausting to use, and in some (thankfully limited) instances, it crosses the line into outright bad game design when enemies shoot you out of the air. Since the heavy jumping leaves no elegance to the timing of when you have to press the button to jump higher, it turns what should be a fun superpower (its basically flying when you think about it) into a mindless button master. A chore that you have to do a lot at the end of the game. After the stellar Zero Suit stuff, it pretty much sours the finale of an otherwise perfectly decent Metroid game.

Nice shootin, Tex!

So Metroid: Zero Mission blew-up what should have been a historically amazing ending to a game that already suffers from feeling more like DLC for Super Metroid with little in the way of worlds that are new to explore. BUT, the important stuff is all here. Zebes does feel like a living alien world at times. Instead of feeling like a series of samey platforms in a video game, it feels like youre an intergalactic bounty hunter exploring caves and structures on a hostile planet. Thats what I want, so giving Zero Mission a YES! was easy. And yet, that Zero Suit stuff was such a tease because it worked. As silly and convoluted as it is, hell, stealth stuff in video games, even games more serious than this, are usually silly and convoluted. If I cant deal with that sh*t, I wouldnt like the genre at all.

I wonder if the underwhelming reaction to Metroid Fusion was the reason why Nintendo hasnt done a full Zero Suit game in the style of Zero Missions finale, including using a stun gun instead of a deadly weapon. You know, Fusion had a weird suit instead of the normal one, therefore its not what people what. No, thats not true though. I think people sh*t on Fusion because its basically a linear game, and the enemy/item format was lame as f*ck. You can learn lessons in critical failure (and Fusion didnt fail critically. Nobody hates it or anything like that. Its just not Metroid as we want Metroid to be) but you should never lose your willingness to experiment. I just find it hard to believe that the company that made an RPG series where the Mario cast are instead paper dolls or a Kirby game where hes made out of yarn dont have the balls to do a full 2D Zero Suit Samus game.

All I care about is having fun, and the Zero Suit gameplay is the highlight of Metroid: Zero Mission for the twenty to thirty minutes it lasts, if that. Its one of the best sequences in the entire franchise regardless of whether Im talking about two dimensions or three. Of course, the timing of when it happens is jarring and awkward. It makes it feel tacked-on, and it kind of is. The whole Chozo origin story is, too, and while the level themes when the Chozo drop awkwardly in and out of the narrative are cool (apparently the way to my heart is having hieroglyphs or petroglyphs in games) it feels shoehorned. I cant help but wonder if they originally intended to start the game with the Zero Suit, since that would have made so much more sense, and they simply lost their nerve. I would have also been fine with a game where Samus has to abandon the suit multiple times throughout, perhaps to retrieve other times. They can come up with reasons why to do that. Theyre smart. Either way, the Zero Suit deserves its own game. I think Zero Suit Samus could be a huge franchise for Nintendo. Not that theyre hurting for those, but theres so many Mario spin-offs. Would one Samus spin-off kill them?
Verdict: YES!

Well&& she cant draw worth a sh*t, so I guess our experiment to create the greatest artist in the galaxy was a complete failure. I havent been this disappointed since that giant, spiky, one-eyed brain we created went evil. Who could have seen that coming? Well, I suppose we should toss Samus in the incinerator and start over. She does pack a mean punch though. Meh, just slap some armor on her and tell everyone to pretend like we were trying to create the galaxys greatest bounty hunter. Also, maybe we should stop toying with mother nature.

Metroid (NES Review)

Metroid
Platform: Nintendo Entertainment System/Famicom Disk System
First Released August 6, 1986
Directed by Satoru Okada
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Metroid Wiki

Metroid is one of the original looks like its going to be fun but it aint games.

Well, I reviewed Kid Icarus so I suppose I should also review the game that Nintendo thought was the better bet. They were probably right, too, though I cant stress enough how miserable I was playing Metroid. Im not ignorant enough to call it the worst Nintendo-developed game ever, but it certainly ranks among my least favorite games by them. Until this review, Id never actually finished the original Metroid. Like most people my age, my first experience with the franchise was Metroid Prime, which I LOVED as a kid. It was a major milestone in my gaming life, but the larger franchise really wasnt. I didnt even play Fusion or Zero Mission on the GBA until many, many years later and my first experience with Super Metroid was on Virtual Console around the same time I played the GBA games. It wasnt out of malice or anything. The funny thing is, my older readers probably couldnt have imagined Metroid as a first person shooter, whereas myself and I imagine many people from my era couldnt imagine it as anything else!

All credit where its due that they really did invent a lot of nifty ideas for how exploration could be handled in a 2D space. Metroid is a bonafide pioneer, and Im saying that to remind the hardcore Metroid fans who do NOT like people talking smack on the original game that nothing I can say can take away from Metroids legacy.

I actually did own the original Metroid for my GBA. I hated it so much that I almost didnt put Fusion and Zero Mission in my Game Boy Player. It wasnt just the clunky, laggy mechanics either. By the way, if youre curious why theres lag, this is an excellent explanation video from Displaced Gamers, one of the absolute best gaming content creators on YouTube, who I discovered thanks to his video on the infamous dam stage from Teenage Mutant Ninja Turtles, broken down into laymans terms for dummies like me. But the movement, lag, etc? That didnt turn me off Metroid, and hell, I think the jumping is pretty dang good, all things considered.

Since this is a largely negative review, I wanted to start off right away by saying the Morphing Ball is an inspired idea. One of the all-time great gaming concepts. It would have been really easy to just say meh, make her crawl, whatever. But no, she turns into a ball that even bounces when you fall. When I was a kid, I wondered does that mean you can play basketball with Samus? Ooh, I smell an idea for the next Camelot-developed Nintendo sports game! And while Im on the subject, bring back Metroid Prime Pinball you bastards!

I could handle a challenge, but what I couldnt handle was taking damage when the controls werent in my hands. I couldnt handle not being able to aim in any direction but straight ahead or straight up. I couldnt handle having no built-in map, which seems like a massive oversight even for the time period. Hell, even the original Zelda had a map. Many maps, actually, one that gives you an idea of your position in the overworld and one for each dungeon. I really couldnt handle the repetitive level design. So, I put Metroid away, but thank goodness I plugged my nose and popped in Metroid Fusion, because THAT was the game where I became a fan of the larger franchise, and eventually I would be blown away by Super Metroid and Metroid: Zero Mission, both of which are a LOT better than Fusion was.

This and the Ice Beam are just about as far as Id made it in any previous attempt before I was too bored and/or frustrated to continue. But a review requires a full playthrough. And morphine, but despite my pleas, my family said it would count a relapse.

After close to twenty years and probably around three or four attempts to play Metroid, I finally told myself I HAD to finish it because it was the next, logical IGC review. Then I quit after thirty minutes and booted up Zero Mission. But then I rebooted Metroid and decided, screw (attack) it, Ill cheat. So, yeah, Im not following the rules of my Mario Marathon, IE no rewinding, no save states, no walkthrough. I used all three for Metroid because my ultimate goal is find the fun, by any means necessary. Now to clarify, I rewound only to shave time off exploration. In other words, if I went the wrong direction, I rewound it instead of turning around and fighting my way back. I used save states only at the end of the game with the Metroids, and I did use a full walkthrough of the game from WikiStrategy. BUT, I wasnt glued to it, and not just because the map was small and couldnt be zoomed-in without making it blurry. I swear! Armed with these tools, which leaves the raw combat and gameplay, did I find the fun that I never found in Metroid before? Well, no. Because, you know, its not a very fun game. Hell, the last hour was spent trying to inch my way towards Mother Brain with no means of fighting back. DOES THAT SOUND FUN?!

Actually, I used a combination of save states and rewind to deal with the Metroids because I couldnt fight the f*cking things and running away was my only option. It turns out that the first Ice Gun I picked up I got out of order. Weirdly, that part happened before I went full tilt into cheating. Later, I got the second Ice Gun THEN the Wave Gun. Well, doing it that way took away my Ice Gun(s). I didnt know you couldnt kill the Metroids if you didnt have the Ice Gun! The Ice Gun I didnt intend to trade for the Wave Gun! I figured Id have a wavy Ice Gun! What Im trying to tell you is that I HAD NO MEANS TO KILL THE TITLE MONSTERS OF THE GAME! WHY WOULD THEY EVEN MAKE THIS A THING THAT COULD HAPPEN? YOU SONS OF BITCHES AT NINTENDO! I HATE YOU! I HATE ALL OF YOU! I HATE YOUR STINKIN GUTS! I HOPE YOUR OATMEAL GETS REPLACED WITH MANURE! MANURE!!!

Metroid is even higher than Little Nemo: The Dream Master on my list of NES games that I seriously do not understand how anyone can be a fan of them or justify some of the level design or mechanical choices made by its developers. Theres some VERY bad game design in Metroid. The pain of the above screenshot is still pretty fresh, literally because I think I injured my throat from all the screaming. I think I had a half-dozen rage quits before reminding myself youre right at the end. I also had to remind myself that I was originally tickled pink when I realized the Ice Gun was gone. When you pick up the Ice Gun, it MURDERS the combat. You cant turn it on or off, so from the moment you have it, it actually increases the sponge of enemies, which are seemingly not damaged from the act of being frozen, but rather only from being unfrozen. Unless you want to freeze them, jump on them, and plant a bomb on them. If I were a space marine and had to do that, I think Id probably die because enemies would ambush me while I stared longingly at my gigantic arm cannon saying what happened? You used to be so cool.

Or how about this sh*t? In Super Mario Bros.: The Lost Levels, VERY late in the game players encounter fake Bowsers in the middle of the levels, and its pretty awesome when it happens. I wonder if Metroids designers were sneaking a peek at that games development and saying hey, we should do that! Because this is a fake Kraid that uses the exact same sprite, only I encountered it well before the real one. And now Im sparing a thought for someone who saw the Kraid statue in Brinstar, thought this WAS Kraid, beat it, then left this area and returned to the original hub world only to later realize the one they killed wasnt the real one. IT HAD TO HAVE HAPPENED AT LEAST ONCE! There is some poor bastard out there who remembers the time they walked all the way to Mount Doom, then returned to the Shire only to realize they disposed of the mood ring they got at a flea market instead of the One Ring.

Theres been plenty of people who mention the sloppiness of getting life slapped when you enter a door by an enemy who is placed right on the other side, or the wave gun going through blocks, or the inconsistent item drops. But ignoring all those things, I think Metroid is just not that exciting of a game. Theres no elegance to the combat or the level design. Even for its era, it feels very un-Nintendo like in terms of intuitive combat or navigation. While the enemies explode with a nice crunch, theres just not enough of them that are actually fun to kill. The lack of flexibility for the combat hurts a great deal. Theres also so many jumping corridors or areas of the game where the platforming layout feels samey. They even recycle the logic of the hidden areas. Theres a few duplicate rooms, the first of which usually has a fake-out hidden door that leads to a dead-end while the second has something in it at the same spot. And now that I really think about it, Im guessing this is the case because it saved on memory space.

One aspect of the game I didnt really struggle with was the bosses. Well, two out of the three of them. With autofire and the Wave Gun, I beat Ridley in a few seconds. Curiosity got the better of me and I tried the fight without it and it didnt end so well for me. My props to anyone who actually got through this back in the day.

I already said the roster of enemies isnt quite big enough, but you can still take steps to get the most mileage out of a limited roster by spacing them out or mixing them up the right way. Look at all the mileage Super Mario Bros. got out of its smaller roster of baddies. Or maybe Im wrong. Hell, maybe Metroids enemies just have boring attack patterns and there was no actual usage to get out of them besides what we already got. None of them are implemented in a particularly clever way, or at least the ones that arent meant to be used as frozen platforms. Or perhaps its a combination of poor level layouts with inelegant enemies. The best way I can describe it is the original Metroids level design and enemy placement feels like the type of design you would commonly see if a game called Metroid Maker existed today. Tons of single single block platforms to navigate and the same clusters of enemies spammed on them until they lose all their excitement, just like so many Mario Maker levels.

For all my bitching, the one mechanical part I dont mind is the jumping. If Metroids platforming physics felt the same way Kid Icarus did, with floaty jumps and heavy momentum upon landing, Metroid would probably not be around today. This original Metroid game relies very heavily on single-block-wide platforms. Theyre all over, and the big escape the planet finale is ONLY single-block platforms. Hell, these platforming layouts would have been tough even with Super Mario 1s jumping physics, and that game was considered a major milestone in the history of video jumping. So, why isnt Metroid? Because I think the jumping is reliable and solid, as long as youre not buried in the lava. For all its problems, Metroid is a genuine step forward for Nintendos education on how to do perfect jumping in platform games.

An even better example of poor pacing is the locations of the items. Nintendo is good at hiding stuff in the Metroid games, but not in this one. Some of the missile upgrade locations reminded me of when Id pester my exhausted and likely annoyed parents to re-hide easter eggs for the fifth time on Easter Sunday and theyd just lay them down around the couch, whining the whole time about how they thought Id grow out of this by 36 years old. At one point, you can get five missile pick-ups in a span of a minute or two. Im guessing they figured players would be overjoyed to find a treasure trove of missile upgrades. They didnt know yet that hiding five upgrades so close together doesnt leave any cool down time for players. By not spacing them out, they give players one exciting moment for the price of five. Thats a really lousy deal, especially when theres plenty of dead spaces that could have been given new life by relocating four of those upgrades.

OH how I hated the whole finale. These indestructible guns combined with bubbles that just spawn from the void. I had to restart this last stretch of the game probably a dozen times just to have enough life to make it through, and its not like I was full of life after having no means of fighting back against the Metroids. Then Mother Brain nearly gave me a seizure at the end and I had to take a nap. Man, I hated Metroid. I really, really hated it. But, I got Metroid Prime out of it so, you know, thanks Metroid 1.

The good news is that Nintendo did get something priceless out of Metroid: experience. They also learned that gamers were very interested in the concept of fully interconnected, exploration-based space adventure. The concept was solid. This version might not have been very fun and was sure to age worse than most NES games, but as proof of concept for an entire genre, they could have done a lot worse than Metroid. It does a lot right. Shooting bubble doors to open them. The missiles. The Long Beam being an upgrade instead of the default range of your gun, which should be frustrating but instead feels like an earned moment. The Morphing Ball. Freezing enemies to use as platforms. The Screw Attack. Mother Brain. The whole vibe to this world. The Metroids themselves. And of course, Samus Aran. These are way cooler ideas than an Eggplant Wizard or building up to a climax where a character who already has had wings this entire f*cking time finally gets to fly. Metroid on the NES is one of the greatest foundations in gaming history. But I could have lived without actually playing through Metroid. Every house needs a solid foundation to build up from, but you cant live in the foundation.
Verdict: NO!

FYI, I played the Famicom Disk version, which has less lag, apparently. I tried to give myself the best possible way of having fun. I didnt. Sorry, Metroid fans. For what its worth I plan on drooling all over Super Metroid soon.

Super Mario World 2: Yoshis Island (SNESReview)

Super Mario World 2: Yoshis 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 Yoshis 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 Yoshis Island was on the Game Boy Advance, which has significant changes. Consider this review MOSTLY for the SNES version since I didnt want to 100% it twice for this review. This is NOT a game you breeze through.

Theres an urban legend that Big Shiggy Style and Takashi Tezuka were ordered to make Yoshis 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 Countrys success because it meant that all gamers cared about was pretty graphics. Id read it myself in a book, but people I trust on the subject say it never happened. Well, the interview didnt 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 theres any way out of a speeding ticket. In other words, they knew it was a long shot but felt they had to ask because itd make the game more commercial or trendy. Nothing wrong with asking, but Yoshis Island was so far into development that it was too late to turn around.

Probably the best animation frames for any 16-bit platformer. Yoshis Island isnt entirely just fun because of personality and charm, but it sure helps.

What it wasnt too late for was to exaggerate the hand-drawn look. Talk about lucky timing. I dont 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, theres no denying those games have a waxy appearance that doesnt necessarily feel timeless. Yoshis 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 its 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: Yoshis Island are some of the best in ANY game that wears the Mario label. The best boss fights shouldnt just be challenging, but so fun that they feel like rewards for reaching progress benchmarks, and Yoshis Island NAILS IT!

Im f*cked. Want to know the really embarrassing part? This is a rematch of a fight I already won because I didnt get a red coin at some point.

But the bosses are hardly the only highlight. Yoshis 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, youll 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 isnt 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. Theyre 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 Ive been on has been. Its certainly easier to find the red coins on the original console version of Yoshis 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 wasnt 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 its mostly useful for not having to look too hard, and for revealing hidden question mark clouds. In the two screenshots below, theres 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 dont 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. Its also worth noting that the SNES and GBA games have different extra stages. Youll forgive me for going off memory on the GBA versions because I figured Id play Yoshis 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 its worth, both versions have really fun bonus stages. Its certainly worth the effort.

Before starting this review, I could have sworn that I 100%ed this on the GBA, but now Im pretty sure I didnt. 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 its better for jumping shots.

Theres two major things that stand out to me about Yoshis Island. The first is that this game sort of proves the point I made when I reviewed Super Mario Bros. Wonder: you dont need a busy-work map for a platformer if it comes at the cost of difficulty scaling. Yoshis 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, its a straight line from level 1 1 to level 6 8. Remarkably, Yoshis Island does a REALLY good job of scaling, to the point that I think that its 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 youve 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 theyre really well done in Yoshis Island. Theres a memorable skiing segment, and even the ski-lifts themselves feature some of the best moving platform design Ive 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. Heres an example late in the game: theres a flower walled-off in a way where you cant 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. Its such a small thing, but theres 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. Yoshis Islands 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 doesnt work for you, youre not seconds away from a new experience. Youre a few minutes, or more since the game actually is pretty difficult. Yoshis Island certainly has a slower pace than Mario 3, World, or Wonder, and in fact, Id say they probably could have cut the level count from eight per world to six. Not that theres two stinkers per world, because Id dare to say theres no bad levels in Yoshis Island. Its because the level types tend to be stretched thin. In particular, the castle levels, at times, come dangerously close to feeling interchangeable. Okay, so thats not a big deal, right? The airships were the same way in Mario 3 but theres still unique and memorable moments in them. Sure, but when a developer is close to perfection, I kind of wish theyd 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 Yoshis Island would be perfect without the vague sense of padding. The physics with Marios 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 didnt 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 doesnt count as cheating) and I wasnt 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 didnt lose more lives is because I used the star items at the last second if I was on deaths door.

But the level padding and the bubble physics are VERY minor complaints. Yoshis Island really is a fantastic video game. The use of the eggs as projectiles is so well done, and its especially satisfying to treat the level layouts like a billiard table and hit off-the-wall shots. The level design is consistently clever throughout. Yoshis 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 didnt 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 Yoshis Island feels like a labor of love. Theres NOTHING cynical about Yoshis Island. Which is funny because half of the four directors split for Mario 64 in the middle of development. From everything Ive read about this game, it sure seems like Nintendo didnt have high hopes for Yoshis Island. And its one of the best games Nintendo ever made, go figure.

Baby Mario, I failed you. Well Cathy, maybe youll be reincarnated as SOMEONE WHO CAN SHOOT STRAIGHT!

If Yoshis Island counts as a Super Mario game (it really shouldnt) then its in the discussion for the 2D G.O.A.T. of the franchise. Win or lose, theres a legitimate case to be made that its better than Mario Wonder. Id even concede the action is better, and I like a LOT of action with my platforming, but its also no slouch in the games as a unique experience category. Finally, Id say Yoshis Island probably offers players more flexibility to create their own strategies with the combat, and theres 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 developers hands, is actually intuitive and easy to get the hang of.

Besides the helicopter, I didnt love any of the Yoshi vehicles. The train was my least favorite because theres just no excitement to it, which hurt because Yoshis 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 theres combat and a sense of urgency. The trains dont even successfully pull that off even with a time limit.

Im still leaning towards Mario Wonder, which controls better, cuts a better pace, and has far more big-scale stand-out moments. Yoshis Island makes the most with its base engine, but Mario Wonder practically lives off the beaten path and doesnt have to obey its engine. Again, win or lose, we have to debate it even though its not really a Mario game. Yoshis 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 dont even really belong to? Its 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 Yoshis 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? CANT LOSE TO YOSHI IF THE PLAYERS GET BORED AND QUIT!

Theres also a sadness to Yoshis Island, because its not a real Mario game. Its 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 Yoshis Story, which was the first game I got after Ocarina of Time. Okay, thats a tough act to follow, but Yoshis Story was a game that I did not like at all as a 9 to 10 year old child. It felt like a babys game, and was one of the first games that made me realize not every first party Nintendo game would be one I would enjoy. Its like the gaming version of finding out Santa isnt 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 Yoshis Island is the one franchise-launcher in the Nintendo catalog that still stands tall as the best game in a franchise thats had a lot of games. Maybe retro fans will celebrate that fact, but I wont. I think celebrating a great game for being a great game is awesome. Its what I love most about doing this blog. But I also hate the idea that a thirty year old game might never be topped. Thats not an achievement. Thats a tragedy.
Verdict: YES!

Super Mario Bros. Wonder (Nintendo SwitchReview)

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 Marios 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 isnt 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 dont call it acid. Theyre called Wonder Flowers but they have a psychedelic glow to them and they do things like make the pipes come to life like theyre inchworms or cause missiles dropping rainbow smoke trails behind them, and yes, even make you see dragons. This isnt symbolism, people. This is as on the nose as it gets, and Im there for it.

The only proof this isnt 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 ifs, ands, or buts 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 Im grateful for because this would have been a pretty boring review for me otherwise. Which isnt 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 cant really pretend this wasnt the absolute best time Ive ever had with a 2D Mario game, even with all the problems. Actually, the levels are so phenomenal that its kind of shocking the game did anything wrong at all, but it did.

The Mario on Drugs stuff really isnt helped by the fact that the screen becomes trippy during the Wonder Effects. Again, this really isnt winking. This is a drunk tapping you over and over saying DO YOU GET IT?

For one thing, the levels dont scale right at all, nor are they ordered correctly. In the Magma World, theres 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 Marios ability to store water in the trunk and spray it. Its 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 arent 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. Thats not an exaggeration, either. Its 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 dont because its not Super Mario Wonder but rather Super Mario Bros. Wonder.

I dont want to imply that the Break Time or Badge Challenge micro stages are a complete disaster, because thats 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 youre 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 cant rely on Wonders 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 didnt 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 youre free to roam around the map, theres lots of hidden stuff. Rarely a stage, and more typically Captain Toad who gives you 50 purple coins. Since youre practically picking purple coins out of your ears, I dont think the trade-off of a less logical level progression was worth it. Id rather have the game follow a semi-strict linear progression with the occasional branching path. If 1991s Super Mario World can do it brilliantly and still offer a sense of exploration and discovery even with paved pathways, then its proven that there is no need to suddenly allow players to walk around the map.

It feels like the developers just threw together the games courses and couldnt 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 wasnt MY choice for how it played out. It was the development teams choice. This isnt a nothing-burger complaint, either. Pace and tempo matter a great deal. I put a very high premium on a games 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. Its 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 its 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. Theres 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 couldnt 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. Aint Mario a stinker?

And while Im complaining about things, Mario Wonder has the typical mediocre 2D Mario bosses. Yeah, yeah, I know Im 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, its always a letdown for me in a Mario game. Maybe it just doesnt 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 couldnt wait for them to be over with and my motivation for them was purely I dont 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 theyre capable of better bosses.

I dont think this was the wisest spell to cast, Bowser Jr. Its 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 Wonders co-op doesnt 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.

Theres 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, theyre fun ONCE, and if they were each unique to a specific stage, I wouldnt 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 its even highlighted in a story-driven level where you rescue a bunch of trapped miners. But its really nothing special. Ive played plenty of games where youre 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! Its 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 worlds Special Stage level. It might be the best 2D Mario ever, but Super Mario Bros. Wonder is NOT perfect.

Theres also an easy mode in the form of the Yoshis or Nabbit, who only can die from things like lava and pits, but enemies dont damage them and Nabbit doesnt even get stun-locked. This is important, but first let me say that, like Super Mario World, theres a bonus Special World where every stage is designed to be extra difficult. When I reviewed Super Mario World and didnt 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 youre just really good at video games? Which is flattering, but if it were true I wouldnt 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.

Its called Special Climb to the Beat and allegedly jumping to the rhythm is the key to winning. Okay, so Im 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, youre 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 its not THAT bad), for a few of them, the only thing I was missing was touching the top of the flag. Theres 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 shes 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 its 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, Id 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 isnt THAT special. What made the Special World stand out in Mario World is that the levels were weird, experimental, and crazy. Well, thats sort of the whole game of Mario Wonder, isnt it? Wonders Special World stages are harder, but theyre not creatively better because the whole game is this kind of weird, experimental, and crazy.

Now heres the good news: when Mario Wonder is at its best, its pure gaming euphoria. Well, Id hope so since thats 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 isnt to say that the games dont fit with those. The jumping physics are as intuitive as Mario Worlds. The cast of enemies is right up there with Super Mario 3s. The effort made to give each stage its own personality also matches Mario 3s, and thats 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. Im 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 didnt 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. Im all for it, too.

Like Mario 3, if any stage doesnt do it for you, thats fine because youre 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 theres not a lot of 2D platformers that can maintain that for the full length of the game. Even Mario World didnt completely succeed there. With Mario Wonder, Nintendo has now done it twice in this franchise (probably three times since Yoshis 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 youre 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 didnt 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 dont think just because is a good answer. I dont 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 youve finally been beaten.

As I stated in my Super Mario Advance 4 review, Mario 3 was a game made in Nintendos 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 its a game made by Nintendo designers who have graduated as game designers. They know what theyre 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, theres 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 Im very happy the people designing games at Nintendo arent like them. Growing up aint so bad after all.
Verdict: YES!

They really did need better unlockables than this, though. Couldnt they have given costumes for the characters?