Author Archives: Joe

Teenage Mutant Ninja Turtles (4Kids): The Christmas Aliens

images-166In 2003, Fox and 4Kids Entertainment launched a brand new Teenage Mutant Ninja Turtles cartoon series.  This series was the first re-launch for the TMNT after a long hiatus from both film and television and was an attempt at introducing the Turtles to a whole new generation.  One of the consultants for the show was TMNT co-creator Peter Laird and his Mirage Studios.  Something everyone seemed to be in agreement on was that this new show would borrow more heavily from the original comic book run of the Turtles while still keeping a general audience in mind.  This is, of course, in stark contrast to the original cartoon which all but abandoned the comics as both Laird and Kevin Eastman felt it was impossible to adapt that for a children’s show.  It would be easy to point to that decision as a mistake, but really that original show gave the world a whole separate take on the Turtles that proved endearing, if nothing else.

The 2003 series was more mature, but still pretty much directed at kids.  It took a lot from the old comics but also did its own thing.  Eventually, it would more or less go off on its own, especially once it hit the Fast Forward seasons towards the end of its run.  I can’t pretend to be an expert on the series as I really only watched the first season before eventually losing interest.  The show seemed to be fairly successful, though not a huge hit, with kids.  There was a new toy line and I’m sure the show’s success had some part in the decision to do the feature-length TMNT film.

The source material for this episode.

The source material for this episode.

Something unique to this series is that it contains what is, so far, the only animated Christmas special the Turtles have ever done.  It seems crazy to me that there was a never a Christmas episode during the original cartoon run, but I checked, and there isn’t!  The new series has also yet to do one, but it wouldn’t shock me to see one pop up eventually.  The only Christmas special featuring the TMNT so far is the live-action “We Wish You a Turtle Christmas” and if you’ve never seen it, DON’T WATCH IT!  The 4Kids series decided for its third season to adapt the Michelangelo (then Michaelangelo) Micro Series story for its first episode, “The Christmas Aliens.”  Having read that issue, I was interested in checking this episode out as that story is one of my favorites from the comics as it puts Michelangelo in the starring role as he attempts to make sure a donation of Christmas toys gets to a local orphanage.

Each episode of the series opens with a scene from later on in the episode, usually with a turtle or turtles in some kind of trouble.  This one opens with Michelangelo driving a truck as he’s being chased by some crooks before the opening credits hit.  The opening song for this show is one of its weak points.  I don’t care for the song on the new series, but it’s at least a throwback to the old series so I give it some points.  This one is just lazy.  When we get to the episode it shows Michelangelo strolling through the park on Christmas Eve.  The other guys are back at home in the sewer decorating for the evening’s festivities while Mike befriends some kids in the park and finds a stray kitten he dubs Klunk.  It doesn’t take long for Mikey to stumble upon a toy store that’s in the process of being robbed.  Apparently, this season’s hottest toy is a Christmas Alien doll (I believe in the comics it was intended to be a parody of the then mega-popular Cabbage Patch Kids) and it’s sold out everywhere.  A delivery truck loaded with them is the target of the thieves, but Mikey overhears the truck driver tell the crooks it’s intended for a local orphanage.  The crooks obviously don’t care as they make off with the truck and Mikey feels compelled to stop them.

That's one weird looking Santa.  I can't imagine he smells all that great as well.

That’s one weird looking Santa. I can’t imagine he smells all that great as well.

At the lair, various other characters start piling in.  I actually can’t name any of them since I didn’t watch the show regularly, except for Usagi Yojimbo who arrives with two other characters via some kind of portal.  All of the Turtles’ friends are here though to celebrate Christmas and some mischief is made.  Casey tries in vain to score a kiss under the mistletoe from April, while everyone tries their luck at beating the resident superhero in an arm-wrestling contest.  Everything has to be put on hold though as they all wait for Michelangelo to get home.

Meanwhile, Michelangelo has to contend with a bunch of crooks and even the police as he overtakes the delivery truck and heads for the orphanage.  The majority of the episode is a chase sequence, first with Mikey hanging onto the truck as he tries to take it over, then with more bad guys, and eventually the police.  The animation shows its limitations here as the truck looks extremely heavy.  It strikes parked cars and other moving vehicles and goes right through them without even the slightest wobble.  It’s an okay sequence, but not a very exciting one.  The Michelangelo character in this series is enjoyable though, and Klunk is supremely cute as he hides in Mike’s coat and pops his head out to take a look.

Michelangelo is eventually able to lose his pursuers and wind up back at the lair.  Everyone is ready to scold him for being late, but he of course explains himself and everyone heads to the orphanage.  The Turtles don elf costumes while Splinter goes as Santa and all the kids get their alien dolls.  We get a final lesson on giving, and everyone feels like a good person in the end.

Elf Mike and Klunk.

Elf Mike and Klunk.

As Christmas specials go, this is a solid entry.  It’s not too sentimental, there’s no silly drama, and everyone ends up with a good feeling when all is said and done.  There’s some light humor that is, while not inventive, at least amusing.  Michelangelo is a good choice for the lead role in this one as he’s always been the one that’s easiest to relate to.  His child-like state of mind doesn’t need to be exaggerated any further to make the story work.  In the comics, Klunk stayed around and would show up in future issues.  I don’t know if that was the case here or not but I never mind the addition of a kitten to story.  This episode was released on DVD as a Michelangelo’s Christmas Rescue and if you stumble upon it in your travels it wouldn’t be a horrible pick-up.  The running time is only around 22 minutes so definitely don’t pay too much should you come across it.  Since Nickelodeon launched the new series last year, episodes from this show are no longer on television so don’t expect to find it airing on any channels this season.  As always, there’s youtube if you really want to watch it.


Batman Returns

Batman Returns (1992)

Batman Returns (1992)

It’s December 1st, and it’s time to inject a little Christmas into this blog once again.  Last year, I went pretty light on the X-Mas related topics and I intend to do a little more this year.  I’ll start off slow with a pseudo-Christmas movie in the form of Batman Returns.

Batman Returns is the 1992 sequel to the mega-successful Batman.  All of the major players return from that film including Tim Burton as director and Michael Keaton as Batman.  The only notable omissions are Billy Dee Williams as Gotham City District Attorney Harvey Dent; Kim Basinger’s reporter/photographer Vicki Vale, and Robert Wuhl as reporter Alexander Knox.  All three characters are absent from the film and were not re-cast.  The Vale character was presumably removed so as not to force Batman/Bruce Wayne to settle down, while the other two must have been cut for time (Williams was reportedly disappointed he never got to play Two Face).

The major additions to the cast are, of course, the villains.  Going with a “more is better” philosophy, Batman Returns includes three major villains compared to Batman’s one.  Created for the film is Max Shreck, played by Christopher Walken.  He’s a real-world villain in that he has no gimmick or special abilities, he’s just a greedy, corporate, jerk who values money more than human life and has ties to both of the other comic book based villains. Michelle Pfeiffer plays Selina Kyle, aka Catwoman.  Catwoman serves the dual role of being a foe for Batman, and a love interest for Bruce Wayne.  Also joining the part is Danny DeVito as Oswald Cobblepot/The Penguin, a monstrous take on the old Batman villain.  The two “super” villains have a sympathetic angle to play, which I’ll get to in a few paragraphs, and in 1992 both felt like logical inclusions for the big sequel.

The red of Catwoman's lips really pop in all of her scenes due to the muted palette of the film's sets.

The red of Catwoman’s lips really pop in all of her scenes due to the muted palette of the film’s sets.

The film is virtually identical in look to its predecessor with Gotham taking on aspects of film noir.  The technology is modern, or post modern, but with the stylings of the 1930’s and 40’s dominating the landscape, with a touch of goth too.  The noir angle is played upon even further with a majority of the film’s colors being black and white.  It’s demonstrated in the film’s leads with both Catwoman and The Penguin having a near white complexion to go along with the black and white shades of their respective costumes.  This makes what little color appear really jump out, such as the crimson of Catwoman’s lipstick or the yellow of Batman’s logo.  Batman, and the other good guys, are depicted with warm, natural flesh tones while the villain Shreck is noticeably pale, but not to the same degree as the other villains.  He makes up for that with his bone white hair.  The buildings and structures around Gotham are also mostly confined to shades of black and white, as are all of Batman’s gadgets and vehicles.  Combining this stylistic choice with the setting of a snowy Christmas time and Batman Returns comes across as a very cold movie, even when compared with the already bleak feeling of the first film.

DeVito's Penguin is mostly monstrous but he's able strike a sympathetic tone at times.

DeVito’s Penguin is mostly monstrous but he’s able strike a sympathetic tone at times.

As was the case with the first film, for better or worse, the villains are meant to be the main driving force of the film.  It’s a good thing they’re well-developed as Batman Returns arguably leans even harder on its villains than Batman did with The Joker.  Shreck is meant to be the irredeemable villain and serves as a foil to both Bruce Wayne and The Penguin.  The Penguin is not a nice guy himself, but Shreck proves to be the true monster of the film when he coldly tries to murder his secretary, Selina Kyle.  Shreck is the owner of a department store and he’s seeking the approval of the mayor (and Bruce Wayne as an investor) to build a new power plant.  In a sort of goofy Tim Burton type of plot, Shreck’s new power plant will actually syphon power from Gotham and when Kyle figures this out (while working late in an effort to be a better employee) is when Shreck shoves her out of a window.  Burton’s twist on Catwoman occurs here, as the meek Selina Kyle is seemingly resurrected when a host of cats attend to her corpse.  The scatter-brained screw-up becomes the headstrong and vengeful Catwoman.  Kyle is played fairly straight, while Catwoman is intended to represent her ego gone wild which apparently has an S&M twist.  Catwoman, clothed in skin-tight leather and armed with a whip, also has the benefit of nine lives.  She’s over the top but it works for the picture.  Cobblepot, and his family’s rejection of him, is what opens the film.  He was a hideous and monstrous baby (who apparently has a taste for cats) and his upper class parents wanted nothing to do with him so they tossed his carriage into the sewer where he was apparently raised by penguins underneath an abandoned zoo.  At first his motivations seem are simply to find out his origins while his gang of circus thugs terrorize Gotham.  It’s his encounter with Shreck that changes his outlook and sets his sights on being mayor of Gotham.  Shreck, needing a new mayor to get his plant approved, thinks he can turn Cobblepot into a sympathetic figure who could win election on that alone (never mind his hideous appearance) and soon the two turn to villainy in order to make The Penguin look good in the eyes of Gotham’s voters.

Naturally, their dealings put them in conflict with Batman as everything becomes twisted and murky.  The Penguin, together with Shreck, emerges as a viable candidate for mayor while Catwoman seeks vengeance against Shreck.  She starts by attacking his department stores which puts her in conflict with Batman.  With Batman as a common foe, this pairs up Penguin and Catwoman who then concoct a plan to frame Batman and turn Gotham against him.  It’s a fairly clever pot and Burton should be commended for being able to get this trio of villains to fit together well and the framing angle makes for good drama.  Unfortunately, Burton has never been one for realism.  We don’t mind when that takes the form of a monster baby killing a cat or a man in a bat costume gliding over the entire city, but he leaves lots of loose ends in his plots and asks the audience to simply overlook them.  The framing plot, for example, is never really resolved.  Batman is made to look like he kills the Ice Princess, a mini celebrity of sorts, and by exposing The Penguin as a bad guy (but not as the person truly behind the murder) is apparently good enough for Gotham and it’s police department (to make it even more convoluted, the people don’t even know that it’s Batman that made The Penguin look like a bad guy as he hacks into a PA system while Cobblepot is making a speech, using pre-recorded taunts).

Once The Penguin is exposed, the film’s climax is put into motion where The Penguin, now abandoned by Shreck, decides to murder the first-born sons of Gotham’s wealthy elite, including Shreck’s son Chip.  He has his circus gang abduct the kids from their cribs and personally attempts to abduct Chip, but Max volunteers in his place.  Batman, of course, saves the day which just angers The Penguin even more forcing him to send his penguin army into the city to fire off a bunch of rockets and level a chunk of the city.  Catwoman, having also been betrayed and “killed” by The Penguin, is drawn out after Shreck and all three collide for a fitting resolution.

Batman and Catwoman play off each other quite well in their few scenes together.

Batman and Catwoman play off each other quite well in their few scenes together.

A great deal of the film rests on the Catwoman and Batman conflict.  With the characters in costume, their encounters become a fun bit of violent flirting, with all of the flirting basically on the part of Catwoman.  As Selina and Bruce, the two have a sometimes warms romance that develops a bit quickly with Bruce as the aggressor.  The two have a nice scene together where they both figure out each has a dual identity which is resolved during the final scene pairing Batman and Catwoman.  The film’s end suggests that Catwoman was to play a role in a future film, but perhaps because both Keaton and Pfeiffer were uninterested in continuing in their roles, this Catwoman would never surface again.

Batman Returns shares a lot of similarities with its predecessor, one of which being a rather major flaw in that sometimes each film doesn’t necessarily feel like a Batman film.  Batman Returns is even more guilty of this as the Batman character is really pushed aside in favor of the villains.  Perhaps Burton felt like he had more freedom to do this since the previous movie covered Batman’s origin, but we really learn nothing new about the main character.  In one respect, it does help to add more importance and excitement to the scenes that actually feature a costumed Batman, but it feels like their could have, or should have been, more from our hero.  The plot does mostly work though, even with the bloated cast, but it clearly had to make sacrifices somewhere and it’s debatable those sacrifices were worthwhile.

The Batmobile's ability to down-size into the Bat Missile was one of the big spectacles of Batman Returns.

The Batmobile’s ability to down-size into the Bat Missile was one of the big spectacles of Batman Returns.

The first film set a fairly high-standard for special effects and gadgets that Batman Returns is able to live up to.  The big spot occurs with the Batmobile once again, this time with it transforming into the Bat Missile.  Batman also debuts his ski boat during the closing moments of the film which serves as an interesting take on the more traditional bat boat seen in the comics and television series.  There’s also the previously mentioned gliding scene for Batman as he makes greater use of his cape.  Catwoman has some pretty spectacular death scenes as well and there’s plenty of fire and explosions throughout.  There are a few moments that scream “Tim Burton” that look kind of stupid, notably the penguin army and the final shot of a villain’s corpse at the end.  Some people are unwilling to forgive Burton for the campy penguin army, though I also kind of viewed it as Burton’s nod to the campy origins of the television show, and when viewed in that light, it doesn’t really bother me as much.  As a Christmas movie, there isn’t much here.  The film just happens to take place at Christmas, something Burton is quite fond of doing.  It does give the set designers a chance to play with snow which is kind of cool, and the only real mention of the holiday occurs during the final scene.

All in all, Batman Returns is an entertaining film with quite a number of flaws.  It’s pacing isn’t always ideal and the attention to detail is lacking where the plot is concerned.  The Batman character at times feels ignored, but the film is elevated by the performance of the villains and the way all of the major characters intertwine.  Pfeiffer’s Catwoman is a fun take on the character even if it isn’t that radical a departure from other portrayals.  The sexually aggressive Catwoman plays off of the more stoic, and sometimes naive, Batman rather well with the only drawback to those encounters being that they make Batman look pathetically boring.  DeVito received a Razzie nomination for his take on The Penguin which I never understood.  DeVito’s Penguin isn’t as overly campy as the character had been in the past, he has his moments but he’s mostly well done and I still enjoy this take on the character.  The makeup crew should be commended as it’s sometimes hard to believe it’s DeVito underneath all of the prosthetics.  Walken’s Shreck is perhaps the star, as he’s just so good in this role.  Shreck is hate-inducing, and he’s able to needle the audience in just about every scene he’s in.  The score, provided once again by Danny Elfman, is also adequate as are all of the other sound effects used in the film.  It’s the classic case of a flashy and big-budgeted film trying to compensate for some underlying problems, which are more obvious this time around than they were with the film before.  Batman Returns is far from being among the worst Batman films produced, but it’s also not really one of the best either.


Ranking the Mario Games – Conclusion

Part 1

Part 2

Part 3

images-155There’s certainly very little suspense with these kinds of things.  Anyone familiar with the Super Mario franchise can figure out at this point which two games are going to top my list, whether people disagree or not is another story.  Rather than dive right into these last two games, I think it is important to point out just how many of the games that I’ve talked about could have been number one.  Super Mario 64 seems like an easy one to argue in favor of.  What the original Super Mario Bros. did for the 2D side-scroller, Super Mario 64 did for the 3D platformer.  Only the games to follow in that genre have really done very little to deviate from the Super Mario 64 style of gameplay.  Sure the worlds have gotten bigger, and the graphics have certainly improved, but the core mechanics are still mostly in play.  Super Mario Galaxy 2 could also be argued as top dog.  The inventive gameplay of the Galaxy franchise has a ton of appeal, and Galaxy 2 is bigger and harder than its predecessor.  In a world where Mario games seem to be getting easier and easier, it’s nice to know some of the games are trying to hang onto some semblance of difficulty.  And of course Super Mario Bros. 3 will always have a claim to best Mario title on the planet.  It’s the game that really expanded on the Mario world for the first time giving gamers tons of variety in terms of level design, power-ups, boss fights, and basically every other aspect of the game.  Many of the titles today still borrow heavily from Super Mario Bros. 3, and I feel like I could go on for another two-thousand words on the subject and it still wouldn’t feel like enough.

In short, Mario has had a lot of great adventures over the years.  As overexposed as he tends to get, it can sometimes be easy to lose sight of just how important the character has been to gaming.  A lot of people my age claim to have outgrown Mario, but I don’t think that’s possible.  You can’t outgrow fun, just lose touch with it.

2.  Super Mario Galaxy (2007, Nintendo Wii)

For the first time ever, Mario gets to spend an entire game in space.

For the first time ever, Mario gets to spend an entire game in space.

Super Mario Galaxy wasn’t the first title to take Mario into space, but it’s definitely the most memorable.  Galaxy is basically the sequel to Super Mario Sunshine and Super Mario 64 before it as Nintendo decided Mario’s 3D adventures were ready to continue on the Wii.  Many people were curious how the Wii’s motion controls and Mario would meld, as I think many assumed Nintendo would use the game as a way to showcase what the console was capable of.  Instead, the developers for the game mostly downplayed the Wii’s motion controls in favor of a fairly traditional scheme.  Mario was still controlled via analog stick and he could bounce around just as he could in the two previous 3D games.  The only addition for the Wii was a spin attack that could be initiated with a simple flick of the wrist.  The Wii remote could also function as a pointer and could fire star bits.  These star bits could momentarily stun enemies but it mostly was just a tack-on feature.  I assume most forgot the feature even existed while playing.

Where Nintendo sought to distinguish Galaxy from the prior Mario games was to place an emphasis on gravity.  Mario would travel from galaxy to galaxy, planet to planet, and encounter all kinds of unique situations.  Some levels had Mario sticking to tennis court sized planets that were still large enough to apparently have a gravitational pull.  This could lead to some really disorienting experiences with Mario basically upside down or sideways but the game’s camera was so well crafted, and Mario so weighty, that it rarely felt as bad to the player as it looked.  I know initially I was skeptical at just how good a game could be that focused so much on trying to disorient the player but Galaxy proved me way wrong.  Running and jumping from planet to planet, sometimes within a level, was pure joy. The only comparable experience I can even compare it to are those warm, fuzzy feelings I had when playing Super Mario 64 for the first time.  Mario handles so well and the level design is so spectacular that it’s hard to not constantly wonder what’s next while enjoying the present.

I think Donald Duck tried this once.  It didn't go too well for him, from what I recall.

I think Donald Duck tried this once. It didn’t go too well for him, from what I recall.

Since this is a Mario game, there are numerous power-ups available to experiment with.  Of the new ones, the best and most enjoyable is definitely the bee suit which allows Mario to fly for short bursts.  Bee Mario flys just by holding down the A button, but he can ascend for so long before he needs to “recharge.”  It’s all pretty quick, but the ability to fly is curbed just enough to keep the player from flying constantly.  For more intense flight, there’s a special power star that lets Super Mario impersonate Superman.  It only exists in kind of a bonus level, but is fun while it lasts.  Some of the new power-ups are duds, like spring Mario who can do nothing but bounce which gets frustrating, and there’s some sequences where Mario has to balance on a giant ball.  For the first time in a 3D Mario title, the fire flower makes an appearance as does its opposite, the ice flower.  Both are kind of interesting in that they function very much like an invincibility star in that they only bestow Mario with special abilities for a brief period of time.  This does lend itself well to some puzzle situations, but it is a little disappointing to not be able to remain as fire Mario until damage is taken.

Mario gets shot out of canons (pipes) quite frequently in this one.

Mario gets shot out of canons (pipes) quite frequently in this one.

From a technological standpoint, Super Mario Galaxy is a star.  The Wii was never considered a powerhouse by any means, but Galaxy looks great.  The environments are varied, the color pallet is gorgeous, and many of the enemies dwarf Mario, especially Bowser.  The music is high quality as well, composed mostly of orchestral instruments giving it a very “Zelda” feel.  The plot for the game is basically the same as always, though the character of Rosalina is introduced which makes things slightly more interesting.  The game’s storyline may not be enough to get gamers to keep coming back, but the numerous objectives and hidden stars will.  As with Super Mario 64, each level has stars for Mario to collect and after collecting a certain amount challenge stars begin to appear.  This is where the game really turns up the difficulty and gives Mario vets a true challenge.  It’s probably not as hard as its sequel, but it strikes a very nice balance between challenging and frustrating.  That, along with all of the other positives I’ve cited, is why Super Mario Galaxy is the best of the 3D Mario titles to date.

1. Super Mario World (1990, Super Nintendo)

The layout of the world according to Mario.

The layout of the world according to Mario.

The mark of a truly special game is one that is inherently fun.  There are many games where aspects of them fit this description.  Mindlessly rampaging in any of the Grand Theft Auto titles is always a blast, political correctness be damned.  When it comes to multi-player, I’m not sure I’ve ever had more fun with a  game than I did with Super Bomberman and three of my buddies.  Both of those games contain moments of pure joy, but neither is able to achieve that and hold it for the entire duration of the full game.  Super Mario World is a game that is non-stop entertainment from start to finish.  Expertly crafted level design, colorful visuals, and tweaks to the Mario formula helped introduce a legion of fans to the Super Nintendo making Super Mario World not just the best Mario game, but the best pack-in game of all time.

Super Mario World was not the leap forward for Mario that Super Mario Bros. 3 was.  It didn’t have to be as that game was nearly perfect itself.  It only needed to improve upon it and give gamers a reason to play Super Mario World other than its inherent “newness.”  Obviously, that’s easier said than done as many developers have tried to improve upon a game like Super Mario Bros. 3 and failed.  When it came time to create Super Mario World, it would seem Nintendo took a back to basics route when comparing it with its predecessor.  Power-ups were de-emphasizd as the game only included two permanent power-ups (aside from the mushroom) for Mario and Luigi:  the venerable fire flower and the shiny new super feather.  The fire flower worked the same as always, but the feather gave Mario a yellow cape and the ability to fly.  Rather than have the cape mimic the raccoon tail, it worked in an entirely different manner.  Mario still had to run to take-off, but once airborne Mario zoomed to the top of the screen before dive-bombing back to the ground below.  This could double as an attack, but if the player so desired Mario could be made to “parachute” his cape for extended flight.  It took some getting used to, but once mastered a player could easily soar Mario over an entire level.

Mario's dino-buddy Yoshi, was the most talked about addition to the Mario universe.

Mario’s dino-buddy Yoshi, was the most talked about addition to the Mario universe.

The other major gameplay addition was Yoshi.  Yoshi functioned as a power-up himself, giving Mario not only an extra hit but also giving him a new attack.  Atop Yoshi, Mario could direct his dino servant to devour all kinds of enemies.  As a bonus, certain turtle shells gave Yoshi special abilities such as fireballs or his own ability to fly.  Mario could also use Yoshi to reach higher places or travel over certain terrain.  Green Yoshi was the standard, but different colored Yoshi’s existed in the secret Star Road area that had limited power-up potential, but also an exploitable skill (the blue Yoshi, for example, would sprout wings and fly with any turtle shell in his mouth, while green Yoshi could only do so with a blue shell) that had its own advantages.

The storyline for the game was really no different, other than the fact that Mario is on vacation in Dinosaur Land.  Mario still has to topple Bowser’s seven children before facing him to save the princess.  Where the game stands out is in its scope.  Super Mario World is appropriately titled.  It may not seem huge compared to today’s games, but at the time it seemed massive.  Each world is distinct and varied as well, and they’re full of hidden exits and secret levels.  This made Super Mario World both challenging and highly replayable.  Some staples of future Mario games were introduced in this one, such as the Ghost House or Wiggler enemy.  Furthermore, the game was hard.  It eased the player in with the deceptively tame first world but the difficulty increases as the game moves on.  There are plenty of scrolling levels, levels with small platforms for Mario to negotiate, and levels requiring some puzzle solving to escape.  The boss encounters with the koopalings were also more varied, and the final showdown with Bowser was satisfying as well.  And if the main game was too simple for some, the Special Zone provided its own brand of torture with many having their own personal nightmare level among one of them.

Secrets abound in Super Mario World.

Secrets abound in Super Mario World.

Aside from the bells and whistles, Mario also handled better than ever and the score was another strong addition to the Mario universe.  The main melody is used throughout, though I was also most fond of the subtle bongo notes introduced whenever Yoshi shows up (a trend that has continued over the years).  If the game has short-comings, it’s that there are less mini games when compared with Super Mario Bros. 3.  The lack of more power-ups is also a slight mark against the title when holding it up to the others, but it’s the gameplay that matters most.  Always.  When it comes to Super Mario World, there just isn’t a better Mario game on the planet.  Everything that came before it was refined and improved upon to craft the perfect platformer.  Nintendo wisely chose to not truly follow-up on the title for well over a decade because it couldn’t be topped.  There was nothing left for Mario and Nintendo to prove with this genre.  And over twenty years later, Mario still hasn’t appeared in a better game.


Ranking the Mario Games – Part 3

Part 1

Part 2

This edition of ranking the Mario games is going to be slightly different than the two previous ones.  In trying to summarize each game in my previous posts I tried to keep it to one paragraph, which lead to some really long paragraphs.  One paragraph is fine for the lesser Mario outings, but now as I enter the top 5 one paragraph seems like too few, so this post will capture the titles I ranked from position five to three, with one more post to follow for the top two.  This way I can elaborate more on each individual title and attempt to give each game the time it deserves.  These games are some of the best of the best, and while I feel very strongly about their position in the top five, it’s debatable how each should be ranked amongst each other, but that’s what makes these things so fun.

5. Super Mario Galaxy 2 (2010, Nintendo Wii)

Yoshi is the major selling point of Super Mario Galaxy 2.

Yoshi is the major selling point of Super Mario Galaxy 2.

Super Mario Galaxy 2 might be the favorite Mario game for some people, or a lot of people, and with good reason.  It falls to position five on my list not for quality but more for redundancy.  Super Mario Galaxy felt like a revelation while Galaxy 2 felt like a continuation of that game.  In a way, it’s Super Mario Galaxy’s Lost Levels.  That’s not to say it was entirely the same, as there are some obvious additions to the formula, just not necessarily worthwhile.

The premise of the Galaxy series of games takes Mario into space aboard a ship that serves as a hub world.  From there, Mario enters various levels that play out over a map similar to Super Mario Bros. 3, or more recently, New Super Mario Bros.  The levels themselves range in size, and the setup is similar to Super Mario 64 in that the game asks the player to re-play each level to collect stars by beating it in a specific manner.  Sometimes replaying the levels opens up larger parts while other times it just tasks Mario with a new objective in the same setting.

As with any new Mario game, new power-ups have been added to differentiate from prior games.  For Super Mario Galaxy 2, we have Cloud Mario, Rock Mario, and the Spin Drill.  Cloud Mario allows Mario to create cloud platforms to utilize to reach higher areas or cover wider gaps.  Rock Mario is basically a wrecking ball that powers through areas and certain pieces of the environment.  The Spin Drill isn’t a suit, but an object Mario can grab and use to drill through an entire level, emerging on the other side.  All three are kind of neat, but none are exceptional when compared with some of Mario’s other abilities.  The ice flower from the first game does not return, nor does the flying star, but Bee Mario is still around as are the other power-ups from Super Mario Galaxy.

Even though the more powerful Wii U console boasts a Mario title of its own, Galaxy 2 remains the best looking Mario game to date.

Even though the more powerful Wii U console boasts a Mario title of its own, Galaxy 2 remains the best looking Mario game to date.

The other major addition, and the one promoted right on the box, is the return of Yoshi.  Yoshi is more advanced than ever in Super Mario Galaxy 2 as he’s more than just a second power-up.  His tongue, controlled using the Wii remote’s pointer, can not only consume enemies from afar, but also trigger switches or be used to swing across gaps.  He can still flutter jump and give Mario a boast to his jumps, but he also has power-ups of his own that bestow special abilities for a limited time.  There are three fruits that do this:  a dash fruit, bulb fruit, and blimp fruit.  The dash one (actually dash pepper, making it a vegetable, I suppose) lets Yoshi dash at a high speed.  While dashing he can run up certain walls and across water.  The bulb fruit makes Yoshi glow and shows up primarily in Ghost Houses to illuminate pathways.  The blimp fruit is like the P Balloon from Super Mario World, only with the helium effects taking place on Yoshi this time allowing him to float through the air while Mario hangs on for dear life.  Of the three, the bulb fruit is the most conventional in that it doesn’t affect how Yoshi handles.  The dash pepper makes Yoshi dash almost uncontrollably and it can be a challenge to negotiate the various obstacles in the way.  That’s likely the whole point of the thing, but I never found it enjoyable.  I also loathed the P Balloon in Super Mario World, mostly thanks to the infamous Tubular special world, so blimp Yoshi does little for me.  Controlling Yoshi without the power-ups is infinitely more enjoyable, but few Yoshi levels don’t include a power-up of some sort.  And as you can probably guess, Yoshi is only usable in certain levels.

Super Mario Galaxy 2 does score points over its predecessor by being the more challenging of the two.  Getting to the final battle with Bowser is a moderate challenge, but the extra levels and special stars can be exceptionally difficult.  It tends to be challenging without being overly frustrating, though the hardest level in the game may drive you to break a controller or two.  Super Mario Galaxy 2, disappointing power-ups aside, is a marvel of game design that basically gave gamers more of what they wanted.  I personally found the original title more enjoyable as it was more new and I found some of the challenges less annoying (though both games contain balance ball levels, the shoe-horned Wii remote feature that most could do without.  And Spring Mario).  Every fan of the 3D Mario games should have this one in their library though, as should anyone who thinks modern Mario titles are too easy.

4. Super Mario 64 (1996, Nintendo 64)

Running through the early stages of Super Mario 64 was a kind of joy I can't begin to describe.

Running through the early stages of Super Mario 64 was a kind of joy I can’t begin to describe.

If you’re someone who grew up with a Gamecube or Playstation 2 as your first console, then you cannot possibly understand what it was like to play Super Mario 64 for the first time in 1996.  It only took a moment for Super Mario 64 to blow you away and convince you that you were playing something special.  It arrived at a really interesting time with Nintendo taking a backseat to Sega and Sony in getting its new hardware to market.  Sega’s Saturn never set the world on fire due to its hefty price tag and lacking software, but Sony’s Playstation was winning gamers over worldwide with new franchises and old, proving once and for all that a CD-ROM based console could work and work well.  Sony had even won Nintendo staples like Final Fantasy, and up till now it seemed like Nintendo was just going to stand and take it.  Then the public got a glimpse of the Nintendo 64.  Sure it was kind of plain looking and still boasted a cartridge medium, but with promises of 3D Mario and Zelda people were convinced it would succeed and the pre-orders came pouring in.

At this point in my life I felt I had “outgrown” Nintendo and the prospects of playing a new Mario game didn’t excite me in the least bit.  My first experience with the console should have been totally unremarkable as it occurred at a Toys “R” Us prior to the system’s launch at a demo kiosk.  It couldn’t have lasted more than ten minutes, and was maybe closer to five, but I remember it so well because of how incredible it felt to control Mario in 3D for the first time.  There was nothing like that currently available anywhere, and seeing Mario run around such an immersive world was shear joy.  The game was inherently fun, and I felt like I could have just run around in that first stage for hours.  I remember after playing it I went to the Saturn kiosk and tried the upcoming NiGHTS and frowned at the pixilated visuals.  Sony was demoing its Mario adversary, Crash Bandicoot, who’s commercials ended up being more fun than his games.  I probably tried to convince myself that Crash was superior, and that Mario was too kiddie, but deep down I knew I had just experienced the future.  The game was such an experience that I feel kind of stupid for not ranking it number one, though I know as I write about the games to follow I’ll feel better about my decision.

Bowser was very big, though not exactly frightening.

Bowser was very big, though not exactly frightening.

Years removed and numerous star challenges completed, I can still say that Super Mario 64 is an exceptional game, even if it’s imperfect.  Super Mario 64 was the first true attempt at a 3D platformer and it’s still the core of what all the games in the genre still follow, especially future Mario titles.  For the first time, Mario could jump, double jump, and triple jump his way to Bowser and free the princess.  Familiar foes returned like the goomba and koopa troopa, while new power-ups and locations were unveiled.  Super Mario 64 felt unique not just because of the new interface, but by creating its own world.  Traditional power-ups like the super mushroom and fire flower were absent from the game with Mario now having a life meter for the first time.  Mario could no longer breathe underwater or ride Yoshi or even partner with his brother Luigi.  There was more emphasis on exploration and uncovering hidden challenges and levels. Beating a stage once awarded Mario with a star and opened up additional challenges in the level.  To proceed further in the game Mario needed to collect a set amount of stars to face Bowser for a final time.  And for the first time, Bowser truly towered over Mario.  Looking more like a turtle than ever, it was intimidating encountering Bowser and also fairly challenging as the player needed to position Mario behind him in order to grab his tail.

The game was so flashy and new that many seemed to ignore the few areas it fell short, while time has made them more apparent.  As was the case with seemingly every 3D title from this era, the camera can be problematic and there will be times where the player is forced into making a leap of faith hoping there’s a platform out of sight.  And while controlling Mario in wide open spaces is a breeze, negotiating platforms and narrow ledges is less so, and there’s a reason why Mario hasn’t been able to punch and kick enemies following this game.  And other than the wing cap, the power-ups were decidedly un-fun, and no Luigi seems like borderline blasphemy.  In short, the Mario titles to follow were clear improvements on the interface enough to overcome nostalgia.  Or rather, I should say one title in the 3D Mario universe is clearly superior, though if someone held a gun to my head I might opt for Galaxy 2 over Super Mario 64, but that’s all right.  Here, nostalgia counts for something which puts Super Mario 64 at a strong number four on my list.

3. Super Mario Bros. 3 (1990, Nintendo Entertainment System)

The map layout common to many Mario games originated with Super Mario Bros. 3.

The map layout common to many Mario games originated with Super Mario Bros. 3.

It took me a long time to admit to myself that Super Mario Bros. 3 was no longer my preferred Mario game (and no, it’s not number 3 on my list because that number appears in it’s title), which is a testament to just how great it is.  I still consider it amongst the most highly anticipated video games of my lifetime.  Following the rather odd Super Mario Bros. 2, I think most people were excited about returning to what felt like the more traditional style of Mario games.  And knowing Mario was going to be able to fly was the kicker.  The game came out in 1988 for the Famicom in Japan, so US gamers had to endure nearly two years of screenshots in Nintendo Power (and a cameo in The Wizard) before getting to play the game, but it was worth the wait.

Super Mario Bros. 3 was the true sequel to Super Mario Bros. and the clearly superior one at that.  It was everything the original game was times 100.  It looked better, Mario and Luigi felt better (they could now slide down slopes and carry koppa shells), and the worlds of the game were so much more immersive and fun when compared to the original.  It felt huge having eight worlds with each map seemingly larger than the one before it.  It starts innocently enough with World 1 and its clear path to the castle.  Then World 2 stretches to a second screen, while World 3 has Mario sail across the map.  World 5 is basically two maps with one hidden from view at the start.  The game was always throwing new things at the player, especially when it came to the power-ups.

Super Mario Bros. 3 is remembered for a lot of reasons, but mostly it's for the power-ups.

Super Mario Bros. 3 is remembered for a lot of reasons, but mostly it’s for the power-ups.

Super Mario Bros. 3 can be credited as the game that really took the various power-ups to a new level.  It’s still the game I use as a measuring stick when evaluating all of the new and old abilities Mario acquires in his latest games.  The super leaf was the major and much hyped new ability which gave Mario a raccoon tail and ears and let him fly.  We excused the ridiculousness of the whole thing because, after all, MARIO COULD FUCKING FLY!  It blew my little mind that Mario could soar through the air like Superman.  It might seem like such a small thing younger gamers today, but it really was unheard of at the time.  The first time I laid eyes on Super Mario Bros. 3 it was all I wanted to see, just show me Mario flying so my head could finally wrap itself around the idea.  It didn’t just end there, of course.  World 3 introduced the frog suit which made swimming fun for the first time.  The water levels are kind of that thing we all overlook (except when it comes to the first Teenage Mutant Ninja Turtles game), but we all kind of secretly hate them.  The frog suit was a needed addition, even if trying to hang onto one through the land-based levels was a chore as Mario could only run in the suit if he was carrying a koopa shell.  The tanooki suit in World 5 was a cuter take on the super leaf, but it did allow Mario to turn into a statue and avoid damage, a deceptively useful tool.  World 5 was also the world that held the one stage (5-3) everyone remembers for the Kuribo’s Boot, a green boot Mario could steal from the goomba’s in the level and pound his way to victory.  The hammer bros. suit was the most sought after though.  Found in World 7, it was a more powerful take on the fire flower and most players would hang onto it until the final showdown with Bowser.

Now Bowser really has to contend with a "Super" Mario.

Now Bowser really has to contend with a “Super” Mario.

Super Mario Bros. 3 also introduced a lot of enemies that became staples of future titles.  The koopa kids made their first appearance as did the boo ghost and variations of the hammer bros. like the boomerang bros. and fire bros.  The airships were introduced for the first time and various mini games dotted the maps along with Toad Houses where power-ups could be found.  Mario and Luigi could also store power-ups for later use that could be activated from the world map.  Fortresses appeared and toppling them were necessary to reach the final fortress in each level.  The magic whistles replaced the secret warp zones and acquiring all three was the quickest way to reach the final stage.  With no game save feature, they were almost necessary for beating the game as the game was almost too big for on session forcing many gamers to leave their NES on all day to save their spot.

For the most part, Super Mario Bros. 3 is just a really fun game that keeps throwing new things at the player the further into the game they go.  It’s scope felt epic back in 1990, and it truly is the ultimate 8-bit Mario title.  Really, the only thing the top two games on my list succeed over it is with level design, but even they owe a lot to Super Mario Bros. 3 which really paved the way for all of the Mario games to follow.  It’s, simply put, among the greatest games ever made.


Ranking the Mario Games – Part 2

It’s part two of The Nostalgia Spot’s look at Super Mario games.  In this section, a couple of under-appreciated titles and a few too recent to benefit from the effects of nostalgia, but I’ll try not to hold that against them.  Part one can be found here.

10.  Super Mario Bros. 2/Super Mario USA (1988, Nintendo Entertainment System)

Mario throws vegetables now.  Accept it!

Mario throws vegetables now. Accept it!

The American version of Super Mario Bros. 2 has always been the black sheep of the Mario family.  It was pretty weird going from the original Super Mario Bros. to this game.  There were no fire flowers, no goombas, no koopas, no Bowser or green warp pipes.  In their place were shy guys, flying carpets, vases, an egg-shooting bird-dinosaur thing, and Wart. By now, most people know that Super Mario Bros. 2 was so odd compared to the first game because it actually wasn’t a Mario game.  Originally released as Doki Doki Panic in Japan, Nintendo re-skinned the characters and added a few Mario-type items to the game for the American audience after Nintendo of America rejected the Japanese Super Mario Bros. 2.  What most people didn’t know at the time, and what many still don’t realize, is that this Super Mario Bros. 2 is actually the REAL Super Mario Bros. 2!  The game that would be released as Doki Doki Panic in Japan actually started off as Super Mario Bros. 2.  Mario’s daddy, Shigeru Miyamoto, wanted to really change things up for the sequel with more characters and an emphasis on vertically scrolling levels.  A prototype was developed by Kensuke Tanabe, but when the project became too ambitious Nintendo basically got cold feet so they put the brakes on it and went the safe route for the Japanese Super Mario Bros. 2.  Not wanting to waste the foundation of the game, it was re-dressed for release as Doki Doki Panic.  By the time Nintendo of America was clamoring for a different sequel, Nintendo’s development techniques had improved enough to the point that it was comfortable going full speed ahead with this iteration of Super Mario Bros. 2.  It was so successful that it would be released in Japan later as Super Mario USA, and today it’s pretty much considered the preferred Super Mario Bros. 2 in all territories.  Even knowing that, it’s still a weird game and a lot of the sprites created for Doki Doki Panic were left in which is why there’s no familiar Mario enemies.  Instead of jumping on enemies to destroy them, Mario can stand on top of them and lift them up and hurl them as projectiles or do the same with vegetables.  The jumping and platforming is just as good as ever, and the soundtrack is beyond catchy.  The game looks nice, and the additions of Luigi, Toad, and Princess Toadstool as playable characters added variety.  One thing Miyamoto really wanted to get into the game was simultaneous co-op, but that would end up needing another 20 years for refinement.  Super Mario Bros. 2 is often overshadowed by the game that followed it, but it was an improvement on the original, albeit unconventional.  It’s odd take on the Super Mario franchise is what makes it endearing decades later.

9.  Super Mario Sunshine (2002, Gamecube)

Being a plumber is a stinky job.

Being a plumber is a stinky job.

I must confess, part of my placing Super Mario Sunshine immediately after Super Mario Bros. 2 is because it just seems so appropriate.  The games are both great examples of their genre, but both find themselves some-what unloved among the other Mario titles.  Super Mario Sunshine was a late arrival on the Gamecube, late in the sense that it wasn’t there for the system’s launch.  Mario had been a fixture at every Nintendo system launch of any consequence before, so gamers kind of just assumed he’d always be there.  With the Gamecube, Luigi got to bat lead-off for a change with his first solo outing leaving Mario to arrive a year later.  Super Mario Sunshine is the sequel to Super Mario 64 and just the second 3D Mario title in the span of six years.  1996-2002 was kind of a dry spell for Mario, but Super Mario Sunshine is another superb outing for the venerable plumber.  Unfortunately, Nintendo saw fit to saddle Mario with FLUDD, a water-powered jetpack type of thing that dominates a lot of the gameplay.  FLUDD really wasn’t well-received by Mario fans (though reviewers seemed to enjoy it) even though it was a rather fine gameplay addition for the most part.  With such an established star as Mario though, fans are often resistant to change.  Super Mario Sunshine brought back a lot of the platforming elements of prior games with an emphasis on level exploration.  It was well conceived, and using FLUDD as a means of propelling Mario along works quite well.  It’s the more mundane actions that become tiresome, such as needing to spray the environment clean incessantly.  As the player, you’ll do a lot of just standing around spraying water.  There’s also the need to replenish the water supply that’s not much fun.  Yoshi did make his return in Sunshine, and Bowser Jr. his official debut.  Super Mario Sunshine is a game that’s likely better than most people remember, and is absolutely still worth checking out.

8.  New Super Mario Bros. Wii (2009, Nintendo Wii)

New power-ups and co-op play; it's all you really need to know about New Super Mario Bros. Wii.

New power-ups and co-op play; it’s all you really need to know about New Super Mario Bros. Wii.

New Super Mario Bros. brought the plumbers back to 2D in a way that was commercially very successful, though creatively felt more like a straight nostalgia trip and little else.  Which was fine, but I’m not sure what people expected of the franchise going forward, or if it even would be a true franchise.  New Super Mario Bros. Wii arrived three years later and for a home console this time, the Nintendo Wii.  This is where the franchise really started to leave it’s mark, with more interesting power-ups and better level design.  For the first time a Mario game was also able to be played cooperatively with up to four players all at once.  This was something Nintendo wanted to do as early as Super Mario Bros. 2, but the technology just wasn’t there.  To be fair, it’s not New Super Mario Bros. Wii’s strongest point as only two players of equal skill will be able to find much enjoyment in co-op.  Otherwise, it feels more like Sonic the Hedgehog 2 with one player controlling the action and the other frantically trying to keep up.  The level design for the Wii game is much better though, after being mostly forgettable on the DS.  The added power-ups of the propeller suit and ice flower/penguin suit also add to the experience.  The propeller suit especially is one of the more fun power-ups to come along in a Mario game.  With a flick of the wrist, the propeller on the player’s head spins sending Mario ever higher on the screen and allowing for a slow descent.  Yoshi, again, is back but is limited only to certain stages which is kind of disappointing.  The challenge is a bit better than the DS title, though it’s still a pretty easy game for Mario veterans.  The final showdown with Bowser is both memorable and, if you’re aiming to collect all of the star coins, pretty tricky as well.  The reintroduction of the Koopalings is also a welcome development after the many repetitive boss battles in the first game.  New Super Mario Bros. Wii is another fun 2D Mario game, though it falls short of being a truly remarkable.

7.  New Super Mario Bros. U (2012, Nintendo Wii U)

For the first time ever, Mario is in HD but the end result won't knock your socks off.

For the first time ever, Mario is in HD but the end result won’t knock your socks off.

It should be considered a good thing that the most recent entry in the New Super Mario Bros. franchise is the best.  Though that does kind of ignore the fact that the edition released just a few months prior to New Super Mario Bros. U is the worst in the series.  The console editions are the stronger games, and they’ve apparently had a little more love during their development cycles.  New Super Mario Bros. U also has the distinction of being the first original Mario title to debut alongside new hardware since Super Mario 64 back in 1996.  Unfortunately for the Wii U, while New Super Mario Bros. U is a good and enjoyable title it’s not the system-seller that Super Mario 64 was.  Sales of the Wii U have been putrid, to put it nicely, so a lot of people still haven’t played this one.  Admittedly, when I first played it last year I was feeling a little fatigue after just recently finishing New Super Mario Bros. 2 and it took me awhile to actually play through this one.  That’s not the game’s fault, though I suppose it is a short-coming for the title that, despite being in HD, it still looks and plays more or less the same as the previous games.  The game borrows conceptually from Super Mario World in how the map is laid out.  There are several hidden paths and special levels to uncover throughout the game and each world has its own distinguishing features.  They’re also controlled by one of the seven Koopalings once again, with the King of Koopas waiting at Peach’s castle for Mario to arrive and save his princess.  All of the power-ups from New Super Mario Bros. Wii return though in a diminished capacity.  The main new power-up is the flying squirrel suit, which makes too much sense for a Mario game.  With it, Mario can glide and he knifes through the air rather quickly, as opposed to the slow descent of the super cape or tanooki suit.  He gets a one-time hop in flight that does bring him to that slow descent we’re used to.  He also has the ability to cling to walls, though he can’t move along them (which is what the new cat suit will allow in the upcoming Super Mario 3D World).  I was a bit lukewarm on the suit initially, but after extended playing time I’ve actually come to enjoy it quite a bit.  It’s different, and probably Mario’s best flying suit since the cape.  The best thing I can say about New Super Mario Bros. U though is the difficulty.  It’s still exceptionally easy to rack up 99 lives, but the levels in this game will actually force gamers to use those lives.  The star coins are also better hidden, and like previous games extra levels are unlocked after defeating Bowser for the first time.  If the main game isn’t challenging enough, there are extra challenge levels that are designed to bring about controller-smashing frustration.  Lastly, the game also makes use of the Wii U gamepad by allowing it to function as a second screen, meaning you don’t even need your television on to play the game.  I’ve said a lot about a game that basically feels like more of the same, but New Super Mario Bros. U is the best side-scrolling Mario game since Super Mario World, so I suppose it deserves all of these words.

6.  Super Mario 3D Land (2011, Nintendo 3DS)

Many of the stages in 3D Land exist in a three-dimensional environment but force Mario to a 2D-like path.

Many of the stages in 3D Land exist in a three-dimensional environment but force Mario to a 2D-like path.

Over the years, Mario fans have become divided into two camps:  the ones that prefer the 2D side-scrolling games and those that prefer the 3D titles.  In truth, most fans like both but there are preferences.  In general, those that grew up with the 8-bit NES tend to prefer the games that remind them of the old titles, while those who first experienced Mario via the Nintendo 64 tend to favor the 3D games.  For the first time, Nintendo decided to try and please both with a single title:  Super Mario 3D Land.  This was not just Mario’s first 3D portable adventure, but also his first trek on Nintendo’s new 3DS handheld and Mario was expected to demonstrate the advantages of stereoscopic 3D gaming.  I don’t know if Mario was able to sell audiences on that feature, but people in general seemed to love the game and with good reason.  The style of the game is basically an open world concept for each stage, but with each level being a small level reminiscent of the old games.  Some of these levels force Mario into more of a 2D plane that may allow Mario to hop in and out of the foreground and background.  The use of stereoscopic 3D meant a few stages at a high camera angle and some platforms are nearly impossible to negotiate without the 3D effect enabled.  For power-ups, the tanooki suit was brought back but in a diminished capacity as Mario could only slow his descent, not fly (the stone form ability from Super Mario Bros. 3 is only available after beating the game once), which was a shame.  The boomerang bros. suit was the other hyped addition and it’s a good alternative to the traditional fire flower (and a nice homage to the hammer bros. suit from Super Mario Bros. 3).  The layout of the map is as linear as it gets, but completing the game once opens up what amounts to a second game.  The first set of stages are fairly painless for Mario veterans, but the bonus worlds are much tougher and contain a good amount of challenge.  Mostly, the game works as designed, though I could do without the 3D effects.  Mario controls well and the approach allows the developers to pick and choose from the best of Mario’s past and stuff it all into one game.  Hopefully Nintendo is able to build off of this game and it ends up being the first game in another successful Mario franchise, the Wii U is banking on it.


Ranking the Mario Games – Part 1

images-142Super Mario, the portly plumber with the black moustache, is not just the mascot for Nintendo but the ambassador for all video games.  Gamers are intimately familiar with Mario, his history, forays into pop culture, and of course his games.  He was the nameless Jump Man before he was Mario and though early titles like Mario Bros., which introduced brother Luigi, kept true to the plumber occupation it was Super Mario Bros. that helped launch the Nintendo Entertainment System into video game legendary status.  Since then, Mario, usually alongside Luigi, has appeared in a great many games in either a starring or supporting role.  He’s dabbled in just about every genre save first-person shooter (don’t take that as a suggestion, Nintendo) and has done so successfully, for the most part.  He’s been challenged along the way by other would-be mascots and felled them all.

Mario’s games are typically of a high quality, and while some are better than others, there really are no true lemons.  These next few posts are going to attempt to distinguish the best from the not best, but in truth, all of the games to follow are still a good time, even today.  This list only concerns itself with Mario’s starring platform adventures which began with Super Mario Bros. in 1985 and will continue this fall with Super Mario 3D World.  Excluded are two titles which borrowed the Mario name for marketing purposes, namely Super Mario Land 3:  Wario Land and Super Mario World 2:  Yoshi’s Island.  I think most would agree those two games are actually the first in new franchises for Wario and Yoshi, respectively.  This also excludes those educational Mario titles that popped up on the Super Nintendo, and the few games starring Luigi.  I considered excluding Mario’s 3D adventures and relegating them to a separate ranking but decided against it.  They’re still Mario titles, and whether the game is a side-scroller or in 3D, they actually manage to play very similarly.  Maybe it would just be easier to list the games about to be ranked, so here they are in chronological order of release:  Super Mario Bros., Super Mario Bros. 2/The Lost Levels, Super Mario Bros. 2/Super Mario USA, Super Mario Bros. 3, Super Mario Land, Super Mario World, Super Mario Land 2, Super Mario 64, Super Mario Sunshine, New Super Mario Bros., Super Mario Galaxy, New Super Mario Bros. Wii, Super Mario Galaxy 2, Super Mario 3D Land, New Super Mario Bros. 2, New Super Mario Bros. U.  That’s 16 Mario titles in total, and if this thing drags on long enough, maybe I’ll do a 17th as a postscript for Super Mario 3D World, though the pile of dust that has collected on my Wii U suggests that won’t be happening.  On to the rankings!

16.  Super Mario Land (1989, Gameboy)

Different, but similar, Super Mario Land was a worthy first attempt at bringing Mario to the smallest of screens.

Different, but similar, Super Mario Land was a worthy first attempt at bringing Mario to the smallest of screens.

Perhaps it’s a bit unfair to immediately pick on the Mario title with the least amount of technological backing, but I’ll reiterate what I said in the intro which is that all of these games are worth playing and remain so.  That said, Super Mario Land is basically a scaled-down version of the original Super Mario Bros. for the then recently released Nintendo Gameboy.  Nintendo should be commended for actually not just porting Super Mario Bros. and actually giving Super Mario Land its own distinguishing characteristics.  Set in Sarasaland, the game puts Mario in an Egyptian inspired setting with tried and true Mario gameplay.  There are some noted differences from the console games, in that Mario’s fireballs shoot at an angle and bounce off walls and hearts are used for extra lives while coins function as a currency.  There are also some scrolling levels where Mario pilots a spaceship or submarine which help break up the routine.  Otherwise, it was a pretty basic platforming-side-scroller.  The Gameboy’s display made it a little tough on the eyes, and Mario felt a little loose as a result.  Gamers who had this title in 1989 mostly seemed to enjoy it, even though they knew they were getting a somewhat lesser experience than what they had on their home consoles, but considering the Gameboy’s main competition was Tiger handheld games, they were pretty content to have Super Mario Land.

15.  Super Mario Bros. 2/The Lost Levels (Nintendo Entertainment System, 1986)

One of the defining characteristics of Super Mario Bros. 2 was the emphasis on making the Luigi experience different from the Mario one.

One of the defining characteristics of Super Mario Bros. 2 was the emphasis on making the Luigi experience different from the Mario one.

By now, anyone with an interest in video games is well aware of the story of the “original” Super Mario Bros. 2.  It was a Japan only release for a couple of reasons.  The main reason was the difficulty which Nintendo of America thought would prove too frustrating for US gamers.  Also, Nintendo of America wasn’t very impressed with the title simply because it was too similar to the original Super Mario Bros.  For that, we should be thankful as NOA was absolutely right with that stance.  Super Mario Bros. 2 would eventually be released as The Lost Levels in the US alongside the other NES Mario titles in the Super Mario All-Stars compilation released on the Super Nintendo.  The game basically plays like a set of add-on levels for the original title.  The original was such a massive success, that Nintendo of Japan felt it had to strike quick with a sequel.  When early attempts at a sequel proved too ambitious (more on that to follow), this game was created in its stead.  It’s basically just a harder version of the original, with the addition of poison mushrooms and Luigi being given his own characteristics (higher jumps but slippery feet) to make him play different from Mario for the first time.  Needless to say, when the game was eventually released in the US, few American gamers felt like they had really been missing out on anything.

14.  Super Mario Bros. (NES, 1985)

Where it all began.

Where it all began.

The original, but not still the best, Super Mario Bros. set the standard for all Mario games to follow.  These types of lists are always a little tricky because one is forced to weigh present value against past value.  My take is always to just judge the games as they are.  Perhaps that gives the modern titles a huge advantage but a good game is a good game, regardless of era or graphical horse power.  Plus, games should be better today than they were 20 years ago as I’d like to think we’re always moving forward.  With that out of the way, it should be said that Super Mario Bros. still holds up today as a fun and challenging game, just one notably simplified.  It’s the classic “go right” game and the player is expected to run and bounce along to each stage’s flag pole in an attempt to rescue the princess.  The clock actually plays a role in this game, as opposed to the more recent games, and later levels force the player to hold the run button throughout.  The game’s challenge is mostly found in negotiating jumps and platforms that become smaller as the game goes along while dodging classic Mario enemies like koopa troopas and Lakitu.  It’s true that it may be hard to impress a young gamer today with the original Super Mario Bros., but it is a textbook take on the genre it launched even if its sequels have improved upon it immensely.

13.  Super Mario Land 2:  6 Golden Coins (Gameboy, 1992)

New bunny ears and a new villain are the defining characteristics of Super Mario Land 2.

New bunny ears and a new villain are the defining characteristics of Super Mario Land 2.

Super Mario Land 2 was a huge improvement over its predecessor.  It borrowed heavily from the the current console games in terms of defining Mario’s look and power-ups and pushed the Gameboy to produce one if its best looking and best playing titles.  This game also introduced Wario, who served as the primary antagonist for Mario for basically the only time before becoming a playable character in his own line of games.  Super Mario Land 2 held onto the first game’s quirks while giving Mario some new power-ups, most notably the bunny ears.  Mario being able to fly had been a big deal since Super Mario Bros. 3 so it’s no surprise he was able to do the same in this game.  Keeping things weird, as they were with a raccoon tail bestowing flying powers in SMB 3, the bunny ears let Mario fly by rapidly pressing the jump button.  Mario didn’t gradually descend, like he did with the cape and tail, so it gave Land 2 a unique feature.  The fireballs had their angled shot replaced with traditional fire power, and the game had a map layout like Super Mario World.  The worlds the map is segregated into can be played in any order, giving this game a less linear feel, and secrets abound which help the replay factor.  Which is a good thing, because the 32 levels will be breezed through by Mario veterans making Super Mario Land 2’s biggest weakness its short duration.  This is a fun game though, and it was the first Gameboy experience that came close to matching the console one where Mario titles are concerned.

12.  New Super Mario Bros. 2 (Nintendo 3DS, 2012)

I did a big write-up on this one around the time it was released, so I won’t go into too much detail here.  Suffice to say, if anything my opinion of the game has lessened since.  It’s a fun experience, but in general it did little to nothing as far as advancing the series goes.  The focus on coin collection was a mistake as it didn’t add to the experience.  The much publicized street pass functionality and downloadable content was basically a dud, and the game’s difficulty was basically non-existant.  This is a by-the-numbers Mario game, and its sister-title New Super Mario Bros. U is the far superior game, and not just because it’s on the more powerful console and in HD.  I did enjoy the return of the super leaf power-up as well as the inclusion of the Koopa Kids and the game does not have a shortage of levels.

11.  New Super Mario Bros. (Nintendo DS, 2006)

New Super Mario Bros. was a welcome return to the side-scrolling genre for Mario and Luigi.

New Super Mario Bros. was a welcome return to the side-scrolling genre for Mario and Luigi.

New Super Mario Bros. was a supremely refreshing title when it was first released in 2006.  A new side-scrolling Mario game had not been released since 1992’s Super Mario Land 2, unless you count the Wario and Yoshi games in between.  New Super Mario Bros. was a like a kid’s dream of what the original Super Mario Bros. could have been with mega mushroom power-ups and the mini mushroom, letting Mario shrink to a microscopic size.  Of the two, the mini mushroom was actually the better as controlling a lightning quick Mario was a lot of fun.  Not that it wasn’t fun to control the Godzilla-like Mega Mario, but it got old after a few experiences.  Mario also retained some of his 3D controls like the ability to double and triple jump.  Not very useful, but a lot of fun.  The game is also massive with 80 levels to explore, some of them only unlocked after finding the various star coins hidden in each stage.  Like its sequel, the game’s biggest drawback was its lack of challenge.  Notably trickier than the follow-up, but still lacking compared with the well-balanced Super Mario Bros. 3 or Super Mario 64.  This is a good game though, and as you can probably guess from these rankings, I actually recommend it over New Super Mario Bros. 2 for its tighter gameplay and better level design, though the level design is actually a weakness for the game when compared to other Mario titles.  This one was a nice nostalgia trip in 2006, and even though the New Super Mario Bros. franchise has had a hard time living up to the classics, I still think we’re better off for having it.


Disney’s The Little Mermaid

The Little Mermaid (1989)

The Little Mermaid (1989)

Come 1989, Disney was back on top both critically and financially as a movie studio.  Oliver & Company, while not wowing many movie buffs, was a commercial success and one of Disney’s biggest in years while Who Framed Roger Rabbit? was able to secure near universal praise for its combination of animation and live-action.  Even considering the successes enjoyed by those two films, it’s 1989’s The Little Mermaid that is often credited with launching the Disney Renaissance; a new period of creative and commercial success for the venerable studio that utilized a combination of animation and broadway.  After 1989, there was no question who was the king of animation and family entertainment. While it could be argued that Disney was never truly dethroned, it was certainly challenged and the studio struggled to prove that it was still the best at what it did.  There would be challengers in the 90’s, but none that would prove to be worthy adversaries.  Of course, by the close of the decade hand-drawn animation is practically dead and Pixar is a new household name, but the end of the 80’s through to the mid 90’s proved to be traditional animation’s last gasp and one of its finest eras.

The Little Mermaid represents a first for the company, and also a last.  The previously mentioned Oliver & Company, made regular use of music and the broadway element, but it was The Little Mermaid that truly committed to this format.  The music directors for the picture, the late Howard Ashman and Alan Menken, are both veterans of broadway and are credited with steering the The Little Mermaid in this direction.  The film, particularly the first act, is driven by the songs contained within as the film moves from one to another with often little traditional dialogue in between.  This proved so successful that future films adapted this style, but arguably none were as artistically successful as The Little Mermaid in doing so.

The Little Mermaid was the beneficiary of a huge budget, and it shows when compared with the animated films that preceded it.  It was also the first feature-length production to benefit from Disney’s new studio in Lake Buena Vista, FL, then known as Disney MGM Studios (with a theme park to follow, now called Disney’s Hollywood Studios).  It was the last picture to use traditionally drawn animation cells for Disney.  There were numerous amounts of FX added to the picture due to its undersea setting, and some computer effects were used as well here and there.

The Little Mermaid tells the story of Ariel, who finds herself unhappy living under the sea.

The Little Mermaid tells the story of Ariel, who finds herself unhappy living under the sea.

The Little Mermaid, based on the fairy tale by Hans Christian Anderson, tells the story of the young princess, Ariel (voiced by Jodi Benson).  Ariel is the seventh, and youngest, daughter of King Triton (Kenneth Mars), ruler of the seas.  Ariel is a free spirit who is fascinated with the world above which her father forbids her from interacting with.  She is able to sate her curiosity through human artifacts and items found in shipwrecks scattered across the ocean floor until her exploits bring her face to face with a living, breathing human.  Ariel soon finds herself in love with the prince, Eric (Christopher Daniel Barnes), and knowing her father will never allow such a romance to continue, in desperation she turns to the sea witch, Ursula (Pat Carroll), to make her human.  The story is predictable, but satisfying, and Ariel exhibits a lot of the same emotions most sixteen-year-olds are known for which helps make the unbelievable seem believable.  There are several memorable supporting characters to the story.  Flounder (Jason Marin), who does not resemble an actual flounder at all, is Ariel’s companion and the foil to her care-free spirit.  He’s cautious and kind of a worry-wart.  The film makes it seem like he’ll play a large role at first, but he soon fades into the background after the first couple of scenes.  Scuttle (Buddy Hackett), the sea-gull, is Ariel’s guide to the world of humans.  Unknown to Ariel (and Scuttle himself), Scuttle knows practically nothing about humans but she is more than willing to believe anything he says.  Sebastian (Samuel E. Wright), the crab, is the conductor of the royal symphony for King Triton and is also the King’s trusted confident.  Triton charges the Rastafarian crab with keeping an eye on Ariel with the intent being that he’ll get her to forget about the human world.  Sebastian, possessing a big heart, is soon convinced by Ariel’s actions and behavior to aid her in her quest to become human.

The film is home to several excellent supporting characters, with the sea-gull Scuttle likely being a favorite of many.

The film is home to several excellent supporting characters, with the sea-gull Scuttle likely being a favorite of many.

The love story is perhaps the film’s weakest aspect.  The character of Prince Eric is a young man looking for the right girl, though he appears to be in no hurry.  During a thunderstorm at sea, he winds up in the water where Ariel is lurking.  She rescues the prince from drowning and sings to him on a beach while he remains unconscious.  Waking, she flees, and Eric becomes obsessed with finding Ariel.  When Ariel returns as a human, she is without her voice (thanks to a bargain made with Ursula), and the two must fall in love in order for Ariel to remain human.  This being a Disney movie, I don’t think it’s spoiling anything to say that the two do eventually fall in love, though Ariel declares her love for Eric to her father after their first encounter.  It feels rushed, and I suppose it is considering the movie has a run-time of under 90 minutes.  I’ve seen worse when it comes to rushed love stories, but there are many cynics who will roll their eyes at first mention of the word love with this story.

The music, the film’s backbone, is quite good.  I am not a fan of the broadway format, but if a film is going to be overstuffed with songs then they better be good ones.  The Little Mermaid is the beneficiary of three iconic music pieces.  While most other Disney movies seem to only have one or two, The Little Mermaid boasts the trifecta of “Part of Your World”, “Under the Sea”, and “Kiss the Girl.”  “Part of Your World” is Ariel’s big solo number and it’s melody is used during the score as the main theme of the film.  It is returned to many times over, which is good because it’s a simple and very pleasing melody.  “Under the Sea,” the Caribbean sounding up-tempo track, is the film’s most fun moment and song and is likely the favorite of many of the film’s viewers.  “Kiss the Girl” is the slower track and it too boasts an island sound.  Not surprisingly, both are sung by Sebastian.  Ursula gets her own song as well, “Poor Unfortunate Souls,” but I find it to be less lively than the others.  It also drags on for too long.  There are other smaller tracks in the film but they prove to be less memorable, but their bite-sized running time also keeps them from being a distraction.

I probably wouldn’t have much affection for the film if it relied solely on its music.  Thankfully, The Little Mermaid is a fantastic picture to look at (made even better now that it’s available on Blu Ray), and it owes much of that to its setting.  The undersea setting proves to be a visual delight from the first scene.  When the audience isn’t being asked to focus on anything but the visuals, the animators make use of a blur effect to make the film appear as it would if being viewed by the audience if placed underwater.  Once the plot begins, the picture quality is clear and pristine.  Every movement from the characters is accompanied with bubbles and hair is wild and untamed as it floats about.  Most of the locations are depicted with shades of blue giving it a dark, sometimes cold, feeling.  When the picture explodes with color, such as during the “Under the Sea” segment, the juxtaposition with the blues make the picture really come alive and creates a warming effect on the audience.  The above water scenes pale in comparison as the kingdom Eric inhabits is somewhat lacking in personality.  I’m not even sure which part of the world it’s supposed to represent.  The climax of the film is a spectacle to behold with all of its lightning and massive whirlpool.  Ariel and Eric’s confrontation with a colossal Ursula is perhaps rivaled only by Aladdin’s final showdown with the snake Jafar.

The sea witch, Ursula, proves to be another memorable Disney villain.

The sea witch, Ursula, proves to be another memorable Disney villain.

Disney pictures, especially in more recent times, are often criticized for their shallow female leads.  The classic example being Snow White, who confesses in song she’s just waiting for her prince to come and rescue her from her hum-drum life.  Ariel is sometimes criticized in the same way, though perhaps not justifiably.  She’s plucky and strong-willed, and when she wants something she’s willing to make sacrifices in order to achieve her goals.  She is naive, but that comes with being only sixteen.  I do like that it is Ariel, and not Eric, that first takes on the role of rescuer as she saves him from drowning early in the film.  And when it comes time to face Ursula, it’s Eric and Ariel together taking her on.  If there’s room for criticism it’s in Ariel’s perception that she can only be happy if she’s made human and is able to win Eric’s love.  She’s a character with flaws though, which in turn makes her feel more real even if she is part fish. This is in contrast with the Disney princesses of the golden age which were essentially idealized women intended to be presented without flaws. Ariel is even allowed to contort her body into unflattering shapes, something animator Glen Keane was even criticized for doing by the old guard at the company, but something he felt was important to her story.  The film also has some scary moments which may frighten the very young, and Ursula is not some harmless screw-ball villain, but the scare-factor is still pretty minimal.  Parents ultimately know what is best for their kids and the best advice that can be given from an outsider is just watch the film first before exposing your kids to it, if you have concerns.

The Little Mermaid is a crowning achievement for Disney and is justifiably rated highly amongst the studio’s films.  It’s a gorgeous picture with memorable songs and characters that easily stands the test of time.  Despite its lead being a young princess, it’s a film that should have no trouble delighting both boys and girls while keeping the adults who watch it with them suitably entertained.  The Disney Renaissance unofficially began with The Little Mermaid, and I suppose it ended sometime around Mulan or The Emperor’s New Groove.  Amongst the Disney features released in that window, it’s probably second only to Beauty and the Beast.  The Lion King certainly has its admirers, as does Aladdin, but it’s combination of sound and visuals make it number two for me and I wouldn’t argue with anyone who felt it should be number one.


Bucky O’Hare – The Video Game

Bucky O'Hare - Nintendo Entertainment System (1992)

Bucky O’Hare – Nintendo Entertainment System (1992)

I’ve been away for awhile, a combination of life events and vacation, but I’m back and ready to talk about some old things.  Here is one such old thing and a topic I’ve discussed before:  Bucky O’Hare.  Bucky O’Hare was a part of that glut from the late 1980s into the 1990s of anthropomorphic cartoon characters riding on the coat tails of the Teenage Mutant Ninja Turtles.  Very few of these properties (Street Sharks, Biker Mice From Mars, Battle Toads) had any staying power and Bucky proved to be no exception.  His show lasted one season, and it was a half season at that, before getting cancelled.  There are a number of theories why from poor marketing decisions, bad distribution of the toys, too serious, though I personally think a lot of boys just didn’t buy into the idea of a green space bunny saving the galaxy.  Despite Bucky’s outward appearance, I liked him and the show quite a bit as did a number of my friends.  Bucky probably dominated a good six months of my young life and during that time period he was even able to overtake the TMNT for a brief spell.

Even though Bucky didn’t last long as a cartoon hero (he didn’t last long as a comic book hero either), he was still around long enough to have his likeness inserted onto just about every product imaginable.  From the obvious items like toys and clothing to the less obvious such as dishes and light-switch covers.  Not surprisingly, another item that took advantage of the Bucky O’Hare license was a video game, simply titled Bucky O’Hare.   The game was developed by Konami and released in 1992 a short while after the cartoon had finished its run.  Right away, it should be noted that Bucky dodged a major bullet in that his game was developed by Konami, and not LJN, whom Konami had a tendency to hand all of its licensed products to.  LJN is known as one of the worst game developers from that era; it possessed the opposite of the Midas Touch when it came to game development.  The fact that Bucky managed to avoid such a fate is really quite surprising, in hindsight.  Even more popular properties like the X-Men were unable to avoid LJN but somehow Bucky snuck through.

DownloadedFile-33Bucky O’Hare on the NES is an action platformer starring Bucky O’Hare himself.  Players control the funky fresh rabbit and navigate him through various levels, mostly going left to right but not always, as they run, jump, and gun down the evil toads to save Bucky’s crew.  The game starts off giving the player a choice of 4 different stages, represented by different planets, that Bucky can choose from.  On each planet, one of Bucky’s crew-mates is being held captive:  Blinky is on the green planet, Jenny is on the blue planet, Dead Eye the red, and Willy DuWitt is on the yellow planet.  Bucky can choose to rescue his mates in any order, though at least one planet requires the aid of one of Bucky’s comrades, for when Bucky rescues a character that character becomes playable.  The player can switch on the fly with a press of the select button.  All characters share the same health bar but have their own power bar.

The power bar is where the characters distinguish themselves.  Each character had a unique attack and unique ability.  Attacks are simply done by pressing the B button.  Bucky can shoot horizontally and vertically and his special ability is a super jump.  By pressing and holding the B button, Bucky crouches down and charges up a jump.  The power meter determines how high he can go and it can be increased in size by collecting certain power-ups.  Blinky has a jetpack that allows him to fly for a short duration.  His attack is a canon-ball like  weapon that fires in an arc.  It can also break certain blocks found in the environment.  It’s more powerful than Bucky’s attack, but has limited range.  Jenny fires a laser that may or may not inflict more damage than Bucky’s gun, though it’s rate of fire doesn’t seem to be as good.  Her special ability is some kind of telekinetic ball that the player can control with the d-pad once it’s been fired.  It’s useful in certain spots where the player can sit out of danger and attack from cover.  Dead Eye has a scatter-shot for his main weapon.  Think the spread gun from Konami’s much more popular Contra series. His special ability lets him crawl on walls for a short duration.  Not particularly useful.  Willy has a fairly normal attack with his special being a charged shot.  Unlike, say Mega Man, Willy is stationary when charging making his special ability the least useful.

Mega Man fans, does this look familiar?

Mega Man fans, does this look familiar?

Willy’s special ability isn’t the only comparison to Mega Man one will find when playing Bucky O’Hare.  In many ways, the game is like a Mega Man clone.  The non-linear setup at the start is certainly reminiscient of the blue bomber’s games and the general run, jump, shoot mechanics seem to be clearly inspired by Mega Man as well.  There’s also some levels, or parts of levels, that are inspired by some of Mega Man’s more famous levels such as the red planet’s nod to Quick Man and the vanishing blocks from the Toad Mother Ship.  A quick google search will reveal that, in some circles, this game is known as the Konami Mega Man.  I’ve never heard anyone actually refer to the game as such, but the internet never lies.  Bucky owes a lot to Mega Man, but it’s different enough to maintain integrity and similar enough that it’s safe to say most fans of the blue bomber will enjoy the green rabbit.

Bucky O’Hare may not be among the most popular NES games, but most people who are into NES games seem to know about it and associate it with one word:  hard.  Many games from this era are hard, but Bucky O’Hare is often placed in that upper tier of really difficult games.  I’ve never heard anyone outright call it the hardest NES game ever made, but I’ve seen it included in several lists or youtube videos amongst the elite.  This is mostly a good thing, as Bucky O’Hare is able to achieve it’s difficulty without being too cheap.  There are some areas, when playing for the first time, that will piss a gamer off.  The most obvious to me occurs on the yellow planet where the player has to hop on these futuristic mine carts that zip along a track.  Jumping from one to another is not difficult, as they slow down long enough to make the timing easy, but before long a wall of spikes will pop up that result in a one-hit death if the player doesn’t react fast enough.  These one-hit deaths comprise the majority of player fatalities in Bucky O’Hare.  Very rarely can I recall actually having my life depleted slowly during a non-boss encounter.  And even the boss fights, as one might imagine, include a number of instant death attacks that can put an end to the fight rather quickly.  What keeps Bucky O’Hare from being among the hardest of the hard is its generous continue system.  Each level is broken up into several acts which, by themselves, are pretty short.  If a player loses all of his or her lives the continue screen is displayed and electing to go on will bring the player to the start of the most recently completed act with a new set of lives.  Continues are unlimited, and completing a full level gives the player a password which isn’t overly complex or long.  This means anyone of moderate skill can probably complete Bucky O’Hare so long as they’re persistent.  And given that much of the game’s difficulty comes from being surprised, practice does indeed make perfect.

Right around the time it seems like the game has thrown everything it can at you, it introduces the flying stages.  Prepare to die.

Right around the time it seems like the game has thrown everything it can at you, it introduces the flying stages. Prepare to die.

Bucky O’Hare is deceptively long and offers a good amount of gameplay.  After completing the first four stages the player is abducted by the toads and (annoyingly) must also re-rescue the trio of Jenny, Dead Eye, and Willy.  The setup, beyond the run and gun nature of the game, is pretty straight-forward but there are areas later in the game that are non-linear as Bucky explores the Toad Mother Ship.  After the conclusion of each level, a boss encounter occurs.  They’re usually fairly challenging, but there are some easy ones, and part of the challenge is knowing which character works best.  For the most part, Bucky on his own is enough to take down a boss but I did find some uses for Jenny’s special attack (namely the yellow planet boss) and Blinky has his moments too.  Only Willy comes across as feeling useless as I was able to make regular use of the other four characters.  Bucky never had another console video game release, but he did have an arcade game released after this one though it wasn’t very popular.  This game, along with the cartoon’s catchy theme song, is probably the way most remember Bucky O’Hare.  Considering most of those other shows, TMNT included, received mediocre to terrible games, I’d say Bucky came out ahead in one respect.  If you like NES games and have never played this one, I whole-heartedly recommend it.


The Black Cauldron

The Black Cauldron (1985)

The Black Cauldron (1985)

The Black Cauldron is one of those movies I wasn’t sure if I had even seen or not.  It’s kind of rare to find a Disney animated movie that I haven’t seen from before 1998, but in the case of The Black Cauldron it would seem I found just such a film.  My only interaction with it had been via the PC game of the same name produced by Sierra around the time the movie came out.  It was a frustrating and terrible game for someone used to Super Mario Bros. and I didn’t like it at all.  Upon doing just some basic research on the film it became obvious why I had never seen it.  The Black Cauldron just may be the most unloved of the Disney animated films to be released.  It was marred by creative differences between those creating the film and Disney Chairman Jeffrey Katzenberg who would have cut the film himself if not for intervention from CEO Michael Eisner.  The film went on to be Disney’s worst performing film at the box office and the film is known less for its merits and more for being Disney’s “rock bottom.”  Because of its failure, it never received a home video release until 1998, more than a decade after its theatrical run.  In spite of all the negativity surrounding the film, I was curious enough to spend a small amount of money on a DVD copy to see it for myself.  I’ve seen plenty of good Disney movies, and I’ve seen some bad ones too, and I was curious to see what made this one possibly the worst of them all.

The Black Cauldron is an adaptation of a Lloyd Alexander book from his Chronicles of Prydain series.  It was directed by Ted Berman and Richard Rich, who together with Art Stevens had previously directed The Fox and the Hound.  I consider The Fox and the Hound to be one of Disney’s weaker offerings, a film with a good heart but a sometimes sloppy execution, so right away I’m not impressed by The Black Cauldron.  The Black Cauldron also makes use of the  xerographic production process that Disney had been using for some time.  It leads to a rough, sometimes sketch-like quality, to the edges of the characters and is a far cry from Disney’s classic look.  For this picture though, which is tonally quite a bit darker than other Disney films, it does add a certain credibility to the look.  Some very early computer-generated effects were utilized as well that surprisingly look pretty fantastic even today.  The effects were used sparingly, mostly for smoke effects, and it really makes the picture pop.  The backgrounds have a very hand-painted look to them that helps add to the mystique of the picture.  The one major drawback I found with the film was with the character animation.  The backgrounds are rich with saturated colors, lots of shadowy holes and dingy dungeons, and the characters look flat against them at times.  There’s often no shading done to the actual characters and it takes away from the overall feeling the scenes are shooting for.  This is a flaw of pretty much all of the Disney animated works from this period, but it’s most obvious here because of the setting where all of the dark areas are lit by torch-fire.  Still, overall I found it to be a very rich experience from a visual point of view, which is certainly a good place to start with any animated movie.

That's Gurgi, whom I kind of hate.

That’s Gurgi, whom I kind of hate.

The score for The Black Cauldron has never really been under fire.  It’s a quality film score and was composed by Elmer Bernstein, which from what I can tell, makes this the only Disney film Bernstein worked on.  The voice acting utilized mostly British talents, and unfortunately, is one of the film’s weak points.  The Horned King, played by John Hurt, sounds appropriately menacing and the creature voices are fairly well done.  The lead, Grant Bardsley as Taran, leaves no lasting impression and I didn’t care for the woman portraying Princess Eilonwy, Susan Sheridan.  I also never really warmed up to the voice of Gurgi, portrayed by John Byner.  It’s not that Byner’s performance was lacking, more that I just didn’t care for the voice they chose to go with for that character (his voice reminded me of Frank Welker’s Slimer from The Real Ghostbusters).

The production values on the whole for The Black Cauldron are pretty good, which is to be expected since it was the most expensive animated film ever produced at the time of its release.  Where the film seems to lack the most is in the plot and pacing of the film.  At a running time of 80 minutes, it’s neither long or short by animation standards.  The general plot revolves around Taran, a teen-aged farm hand who dreams of being a knight, who is tasked with shielding his pig, Hen Wen, from The Horned King.  Hen Wen possesses a special quality that allows her to show her master the future and The Horned King needs her to deduce the location of the black cauldron, an artifact of terrible magic.  Throughout his travels, Taran routinely makes mistakes and overestimates his ability as a warrior landing him in the clutches of The Horned King and his army of goblins and wyverns.  Taran acquires followers along the way, the Princess Eilonwy, the minstrel Ffledwwur Fflam, and the irrepressible Gurgi.  He’ll also encounter witches, pixie like people known as Fairfolk, and, of course, a magic sword.  It’s all rather conventional with The Horned King surrounding himself with an army of incompetent servants who constantly undermine him along the way.  I found Taran to be too cliché to really care about.  The Princess is actually a strong female character, which I could appreciate, while the character of the Minstrel I found completely unnecessary.  Gurgi is intended to be the cute, marketable character who provides some comedic relief.  I already mentioned my dislike for his voice, but I also dislike his look as well.  He looks like a combination of an old man and a shaggy dog which I found off-putting.

Younger audiences may find this one to be a bit too scary.

Younger audiences may find this one to be a bit too scary.

The first half hour, aside from the overuse of fantasy trite, is pretty exciting as Taran finds himself in the clutches of The Horned King, one of Disney’s most horrifying villains and a worthy antagonist.  Upon Taran’s escape, the film lost me as characters seem to be in limbo for the next half hour before the film’s climax.  The climax is actually really well done, with the film’s best animation being saved for these scenes.  There’s even a well-executed “sacrifice” and the film found a way to realistically have the heroes face off with The Horned King that audiences could accept.  Really, if the film could have found a way to make the middle section more interesting it would have gone a long way towards improving the experience as a whole.  There are times for comedic relief along the way, and some of it is contained in the middle parts when the witch characters are introduced.  A lot of film critics seemed to dislike the film for its joylessness when compared with other Disney works, but I actually though the film did a decent enough job of balancing the humor and drama.  It’s certainly a film meant to be more of a thriller than a laugher, but joyless it is not.

The Black Cauldron may or may not be the worst animated film put out by Disney.  I can’t say for sure as I haven’t seen every film the studio produced, but I have a hard time believing it truly is the worst.  The 1970s and 80s for Disney really were dark times for the studio as it struggled to recapture the old Disney magic and The Black Cauldron fits in among those works.  It really is no better or worse than most of Disney’s films from that time period like Robin Hood or The Rescuers.  It has things it does well, and things it does not so well.  Because it is a bit more serious and contains some menacing characters, it’s more similar to some of Disney’s older works than even the modern films.  The Horned King and his minions are characters intended to frighten young children, much like Monstro and Maleficent.  If you’re thinking of buying this for your four-year old, you may want to watch it alone first.  If you’re an older animation fan like myself and you’re curious about this picture, I say give it a look if you have the 10 bucks or so to spend on a DVD.  You’ll likely find a plot that is lacking, but the visual experience makes the minimal investment worthwhile.


The Legend of Zelda: Oracle of Ages and Oracle of Seasons

The Legend of Zelda:  Oracle of Seasons (2001)

The Legend of Zelda: Oracle of Seasons (2001)

The Legend of Zelda series tends to be late to the party when it comes to Nintendo’s newest technology.  The only exceptions I can recall would be A Link to the Past and Twilight Princess.  Twilight Princess should come with an asterisk though considering it was in development as a Gamecube game (and even released on that platform too) before being ported to the Wii to make that system’s launch.  Typically gamers have to wait a couple of years for Link to grace their latest console or handheld.  That was especially the case when it came to the Gameboy Color.  Nintendo, partnered with Capcom, focused on making a set of three games that would take place in the world of Zelda and interact with one another to form one grand adventure.  This would take time, and to placate eager gamers to have a Zelda adventure on the go and in color Nintendo re-released Link’s Awakening with some minor color enhancements and a new dungeon (which took full advantage of the new color palette).   Development was delayed on the series with Capcom, and eventually the three titles became two.  Worse still, they didn’t arrive to market until after the Gameboy Color’s successor hit retail; the Gameboy Advance.  Did this stop people from picking up the old tech?  Of course not, this is Zelda after all, Nintendo’s most consistent franchise.  And for those who upgraded to the Gameboy Advance, the system was backwards compatible so as long as gamers could get passed the fact that they were playing a fairly low tech set of games it was a pretty easy thing to convince them to go out and pick up the latest Zelda titles.

The Legend of Zelda:  Oracle of Ages (2001)

The Legend of Zelda: Oracle of Ages (2001)

There are exceptions though, and for whatever reason I became one of them.  I was a day one purchaser of a Gameboy Advance and I was eager to upgrade my portable gaming.  I had a Gameboy Color and primarily only used it for Pokemon (I had a copy of Shantae and never got into it, and I ended up trading it in at Gamestop which proved to be a mistake).  After over a decade of playing sub-NES quality games on a Gameboy I, and many others, were more than ready for the GBA.  Plus I knew the eventual A Link to the Past Advance was on the way and figured I’d get my Zelda fix then, so I completely overlooked the two GBC games, Oracle of Ages and Oracle of Seasons.  It took a long while, but finally Nintendo has released both titles on its e-shop and both are playable on the Nintendo 3DS.  A good portion of my summer has been spent on these two titles, and in short, they’re quality Zelda experiences.  You don’t want short though, so feel free to read on for more!

If you’re an owner of a 3DS and are thinking of playing these games I would recommend that you play Link’s Awakening DX first, if you have not done so already.  While the games are not connected in a narrative sense, the three play pretty much identically to one another with the Oracle games feeling like sequels.  I imagine the fact that the groundwork was laid with Link’s Awakening is what allowed Nintendo to feel comfortable about handing the series over to Capcom.  These portable Zelda games all feature diminished visuals when compared to most of the series, with the only exception being the original Legend of Zelda.  Link can have two items equipped at any one time via the A and B buttons, and they can be any two items the player wants making it theoretically possible for Link to go thru the bulk of the game without a sword.  These games also are unique in that they allow Link to jump once a certain item is obtained.  Link could jump in the side-scrolling Adventure of Link, but not in his other top-down adventures.  The portable games also bring back the side-scrolling screens present in the first game often as a basement of sorts throughout the various dungeons.  There are some sequences where Link has to swim and some familiar faces from the mushroom kingdom make appearances.  I actually prefer Link’s Awakening to the Oracle games in large part because of all of the Mario references which just give the game this offbeat feel.  There’s even a sequence where Link needs to take a chain-chomp for a walk.

Both games feature animal companions for Link to make use of.  Here he is just hanging out in a kangaroo pouch.

Both games feature animal companions for Link to make use of. Here he is just hanging out in a kangaroo pouch.

Oracle of Ages and Oracle of Seasons distinguish themselves from the prior games with their special items, the harp of ages of rod of seasons, respectively.  In Oracle of Ages, Link is able to use his harp to move thru time.  Early versions of the harp only allow him to do so at certain patches of soil but later versions allow him to move thru time at will.  Since there are only two versions of Labrynna, where the game takes place, it’s bound to evoke a similar feel to the light and dark worlds from A Link to the Past.  As expected, changing things in the past affect the present, which is sort of the nature of the game.  It’s not real specific though, and sometimes the past or present is different from each other seemingly just for sake of it (sometimes a wall is bomb-able in the past, but not the present, which doesn’t seem to make a whole lot of sense).  As such, I was actually kind of disappointed with the whole time-traveling aspect of the game and it started to feel like a hassle.  In Oracle of Seasons, Link is able to manipulate the seasons with the rod of seasons.  This has obvious applications such as lakes becoming frozen in winter or dried up in summer.  A weird type of mushroom is only harvestable in the fall, and certain special flowers only bloom in the spring.  Having to cycle thru each season one at a time is a bit of a chore, but overall I felt the application of the seasons worked better than the time-travel in Ages and it also offered a fun visual change as well.  The only thing I didn’t like about it was that sections of the overworld map are arbitrarily broken out and are assigned a default season.  This results in the player changing the season on one screen, and then having it switch to another season by going as few as one screen over.  The designers obviously did this to make it easier on them to block off certain sections of the map until Link obtained a certain item, but it feels lazy.

In addition to their gimmick, Oracle of Ages and Oracle of Seasons are often distinguished by type of gameplay present.  Ages is often described as being the more puzzle-centered game with Seasons being more action-oriented. I found this to mostly be the case, but make no mistake, both are tried and true Zelda experiences.  There are still plenty of enemies to take down in Ages, and there’s also plenty of dungeon puzzles to solve in Seasons.  I expected to enjoy Ages more as I usually like the Zelda puzzles, but I actually ended up preferring Seasons.  The problem I have with Ages is just that a lot of the puzzles felt really drawn out and the constant switching between items (since there are only two action buttons on a GBC, everytime you need to re-assign something you have to go into the menu and do it) could get tiresome.   There are also plenty of “Zelda Puzzles,” which to me mean puzzles with no logical solution that forces the player into trial and error mode.  These types of situations seem to crop in every Zelda title and are often the result of the game just not being consistent.  There was one dungeon where I got stuck for a while because I couldn’t figure out how to get a pot onto a floor switch that needed to be pressed in order to open a door.  I tried all kinds of different things and just couldn’t get it.  Then I just stepped on it with Link and walked off and the door stayed open.  Every other switch in the game necessitates an object being placed on it to keep the door open.  I was so annoyed.   That’s a Zelda puzzle.  There were some of these in Seasons too, but they just felt more prevalent in Ages.

One of the optional bosses from a linked game:  Twinrova.

One of the optional bosses from a linked game: Twinrova.

Oracle of Ages and Oracle of Seasons share many of the same dungeon items.  Both also have a trading game which leads to an improved sword for Link and both feature seeds.  All around the map are soft patches of soil where Link can plant a seed.  After a certain amount of enemies are slain a tree with a nut will sprout and inside the nut will be an item.  Usually this item is a ring, which is the only equip-able accessory for Link in both games.  They usually add some function or improve another such as Link’s throwing distance or damage output.  They’re not all that essential to the experience, and both games seem to have the same rings.  There’s also a password system that allows players to transport items back and forth between games.  This is the only way to get some traditional Zelda items like the mirror shield and master sword.  These items just make the game easier, and to be honest, they’re easy enough as is, so I never did much with them.  I did take advantage of the game-link where beating one game provides a password for the other game which alters the story.  The story in both games is basically crap, but if you want to face the ultimate boss you have to link the games and it does add a little more fun to the experience.

I’ve been a bit nit-picky with these games, but both are enjoyable and worthwhile entries in the Legend of Zelda series.  If you were to play only one, I would recommend Oracle of Seasons as I found it to be the better overall experience.  One thing I liked about Seasons over Ages is how it’s a total nostalgia trip for gamers who played the original Legend of Zelda.  Oracle of Ages is basically just as good though, and if you can, you really should just play both.  These two games, together with Link’s Awakening, are among the best portable games ever created and are still the best portable Zelda games ahead of The Minish Cap, Phantom Hourglass and Spirit Tracks.  Hopefully, the upcoming A Link Between Worlds is able to give them a run for their money as these games have reigned supreme for long enough.