Showing posts with label game boy. Show all posts
Showing posts with label game boy. Show all posts

Wednesday, July 24, 2013

Traveling through the uncanny valley to Super Mario Land

at 6:10 PM
WOW Super Mario Land is weird. It is, without a shadow of a doubt, the least legitimate-feeling legitimate Mario title I've ever played. Mario Paint and Mario's Time Machine feel more in league with the rest of the franchise. I've played (I... think?) every other Mario platformer ever made (haven't picked up 3D Land or New SMB Wii U yet, but will); Land just happened to be the last classic I got around to. So turns out it goes a little like this:

What the hell is this? Do I even need to add a comment? Thing is, I've played Super Mario Land 2, and it is NOT this. Land 2 has got its own idiosyncrasies, but was clearly shaped from the mold of Super Mario World. Now I know why it's the only Game Boy Mario anyone mentions. Really, Super Mario Land 2 is not a sequel to Super Mario Land. Silly me for making that assumption. I realize Land was released in 1989 when the series was still pretty hot of the presses, but it's still post-Super Mario Bros. 3 - you can't say the series conventions hadn't been set in stone. 

Set in stone like those ramblin' Moai men chasin' down a grayscale rendition of the original SMB Mario sprite. Am I witnessing Mario vacationing in Gradius? That might help to explain the bombshell that is the UFO parked at the beginning of 2-1 - has Mario always been traveling by UFO? I don't remember that from the other games; then again, nothing precluded it. Except, you know, this whole thing called sanity. And don't come at me with "you could see the UFO in the background of various earlier stages, so obviously Mario stole it / was abducted", because that doesn't exactly ground the scenario. Ohhhh, Mario stole the UFO and flew it to Gradius. K. Still, this is just general silliness acceptable in a series as inherently fantastical as Mario, even if it does feel a little more Super Show than Super Mario Bros. Even the submarine and airplane scrolling shooter levels feel acceptably experimental, if a bit hackneyed (throwing shmup levels into a platformer was about as unique at the time as throwing a turret segment into an FPS today).

Anyway, Mario has been transplanted into foreign settings before - Super Mario Bros. 2 (USA) was based on a completely different game! But - and I don't think this can be ascribed to the fact that I first played 2 when I was 5 - Shy Guys and Beezos and Crowfoots don't feel all that different from Goombas, Koopers, and Bazingos. It can't be the foreign elements of Super Mario Land that make it so strange; no, in fact, it's the familiar elements. Everything in the game is almost recognizable, but rendered with some unnecessary twist that makes it outright bizarre. It's a classic song played in the wrong key. And on recorder. 

The first half of the game's familiarity comes from its, ahem, "real-world" settings. Mario starts at the pyramids and makes his way through Bonefish Grill, the above-depicted Easter Island, and, of course, Japan - cringe/laugh-inducingly introduced with the Asian Theme Song. It's not that Mario hasn't dropped by a pyramid before, but here they're littered with traditional Egyptian iconography and he fights sphinxes. It's clearly meant to be Egypt, not just a fantasy Mushroom/Turtle world based on nondescript imagery like castles and pipes. Completely distanced from reality, the sillier trappings of the Super Mario Bros.' Mushroom Kingdom whiz by without a hiccup like any children's cartoon. But when Mario is stomping a winged Moai into a pancake, then that pancake waits a second before flipping off the screen with an alien whir, I feel like I'm watching Superjail or something.

The more unsettling half-familiarity comes from the traditional Mario elements. Many note that this is the first Mario game not to have relied on Shigeru Miyamoto's input, being produced instead by the legendary Gunpei Yokoi. Yokoi is grounded in the routine: as always, Mario spends Super Mario Land busting blocks, collecting 1UPs, shooting flower-powered projectiles, and bopping Koopas on the head. Yet these activities are each rendered with a bizarre twist: as never before or again, the blocks are half Mario's width, 1UPs are represented by hearts, fireballs bounce around at 45 degree angles like billiard balls, and stomping Koopas TRANSFORMS THEM INTO BOMBS! A more subtle but genuinely awkward change is the removal of the "powering up/down" gameplay freeze that occurs when Mario grabs a mushroom or takes damage in every other series entry.

Okay, so the first change I can understand. The developers wanted a large, identifiable Mario sprite, but they also didn't want to lose screen real-estate, so they scaled down everything but Mario. This mitigates the cramped feeling of other Game Boy transfers like Mega Man: Dr. Wily's Revenge and Metroid 2, but leaves Mario feeling like Gulliver on a visit to Lilliput. Even weirder is the choice to stick with the ultra-flat original Super Mario Bros. sprite, which, at twice the size and half the detail, doesn't mesh with his environment at all. Far more detailed (and humanoid) Mario sprites had already been introduced by Super Mario Bros. 2 & 3, so it's a bit of a mystery why they weren't chosen. The rest of the changes are just nonsense. They're Yokoi saying "let's make this game different" while changing the most trivial things possible. The Bomb-Koopas come across the weirdest, though I imagine they were driven by a reluctance or inability to reproduce the complex Shell Physics engine of the previous games.

The thing is, the game isn't bad by any means. None of this actually plays to its disadvantage beyond an initial culture shock, and in fact the game's only outright flaws are sloppy physics, poorly implemented checkpoints, and the extremely low difficulty and short length. So I can - and do - fully recommend it to any Mario fan, just to experience the weirdest trip Mario ever took. But get it for free like I did. No - I didn't emulate it, you asshole! I would never do that! YOU FUCKING ASSHOLE! How dare you?! I got it as a prize for being a Gold Member of Club Nintendo. Nerd.

Thursday, June 6, 2013

Wario Land II: New levels of interactivity

at 4:25 PM
This isn't one of those posts that has a thesis or an opinion or clever wit and finery. It's the kind where I just analyze the factors behind Wario Land II's invincibility mechanic and think to myself, in my head, if it's all really worth it.

One of the most idiosyncratic features of Wario Land II is that Wario possesses no concept of health or dying. Instead, his foes' attacks have unique results. A hammer-wielding foe may smash Wario into a bouncy spring, a flame-thrower may set him alight, or a bird-bee's sting may cause his head to balloon, carrying him off the ground. It's all rather... Looney Toons-y. In a very fun way. It gives appeal to danger: how can I hurt Wario in a useful way?

From a game design perspective, these provide a twist on a time-honored tradition: the power-up. Each of Wario's wacky new states brings a slight variation to his rules of control, opening new avenues of progress to the player. The correspondence of enemies to power-ups isn't new - Kirby uses the same dynamic. So it's the dispensary method that has to be mined for gameplay - what new interaction does it facilitate beyond what is accomplished with ?-blocks and enemy drops?

1.) It changes the way the player interacts with the power-up
Since these power-ups are enemy-triggered, it's natural that they can impede progress as easily as they can benefit it. Really power-up is a misleading label, since the changes to Wario's abilities are more a lateral move, enabling and disabling him. This encourages the player to look at why they need this new ability - what are they hoping to gain from it? In Contra, grabbing the Spread Gun is never going to hurt your progression, so it's a why not - it's not a decision at all to take the power-up, but a linear progression. The focus isn't on what you're going to do with it, rather it's on how it's different from what you already had. It's a character-centric notion of powering up. Wario Land II offers situations where a power-up may be beneficial or detrimental, so you're less concerned about nabbing the new ability, and more concerned about discerning how you might use it. If you get smashed by a hammer dude, is there somewhere you're actually going to spring up to? Or should you be moving down? This makes for a progress- or environmental-centric notion of powering up.

2.) It changes the way the player interacts with the enemy.
Tying an enhancement to an enemy behavior means that the player has to trigger that behavior to progress. They don't need to attack the enemy - rather they need the enemy to attack them. The enemy is not static like a ?-block, nor is it fully unpredictable. It conforms to movement rules defined by patterns and intelligence - movement rules that can be manipulated by the player. This is a form of indirect control, as the player is using their input to try to elicit a particular output. In Wario Land II, this tends to take the form of drawing enemies from their spawning area into a region where their power-up-attack is needed. This is more complex  than simply hitting a switch or pushing a block, as it engages the player in the activity of transference.

Wario Land II is a sophisticated game that succinctly presents much of what makes platforming enemies fun. In some sense, it is for enemy interactivity what Super Mario Bros. was for environmental interactivity fifteen years earlier. It stands as a clear testament that a platforming hero needs to do a whole lot more than go through a world to keep players engaged.

Tuesday, November 6, 2012

Fan Translation Reviews

at 5:18 AM
Between Ezio's death and that image of Romney as a Vulture Capitalist, things have been serious around here. I figured I'd ease the tension a little with everyone's favorite topic: fan translated games.

These aren't reviews of the translations themselves, but rather, games that happen to have fan translations.


You can find the Getsu Fuuma Den translation here.


You can find the Blue Blink translation here.


You can find the Frogbelltolls translation here.

Don't forget to set your clocks back an hour.