- Nov 5, 2010
- 21,339
- 708
Hi all, modern and retro gamers alike!
I'll be posting my reviews of some old school games here, with NES/FDS games as the main focus. I'll try to update regularly.
Hope you find my reviews helpful and enjoyable. Thanks to all who bother to read them. All comments are welcome!
---
Table of contents
1. Super Mario Bros. 2
2. Teenage Mutant Ninja Turtles 2
3. Contra
4. Dragon Warrior
5. Nintendo World Cup
6. Mega Man
7. Wrecking Crew
8. Famicom Wars
9. Kirby's Adventure
10. Silkworm
11. Mega Man 2
12. WIP
---
1. Super Mario Bros. 2
Released In: 1988
Developer: Nintendo
Publisher: Nintendo
I'm sure most of us gamers have our childhood full of fond memories of Nintendo's masterpiece that is the SMB Series. The colorful sprites, the catchy music, the well-liked Koopalings, the annoying Lakitus... It is an absolute classic. The Mario games were the pinnacle of the NES era. Getting power-ups, stomping enemies, jumping from platform to platform, a formula that is surprisingly simple but crazily addictive.
And there's this one SMB game that doesn't look very Mario-ish.
Mario throwing turnips at some masked guys? Is this some sort of joke?
I had my first chance to play SMB2 only after I had played SMB and SMB3. For me, SMB was my first Mario game, and then SMB3, which has pretty similar gameplay and mechanics, was my second, so I reckoned SMB2 had to have the same elements. But, no. Instead of entering pipes, now Mario enters vases. Instead of collecting coins, now Mario collects cherries. Where are all the "?" blocks? Where are all the Goombas? Where have all the familiar features of SMB as we know it gone? This doesn't make any sense.
When I first saw SMB2, I thought it was some hack of some other game. Multicarts, pirated games and hacked games weren't uncommon. I once saw someone play this NES game named Super Mario Bros. 6. 6? What about 4 and 5? Super Mario Bros. 6 must be REALLY ahead of its time, so ahead that they decided to skip 4 and 5 to denote its aheadness. That must be it. There's no other explanation.
...Or not. Turned out it was just a hack of Konami's Tiny Toon Adventures.
This blows my mind.
SMB2 isn't far from it. Some of us might already know that the US version of SMB2 isn't the true sequel. Nintendo decided that the original SMB2 was too difficult and didn't offer enough new things to keep gamers interested, so they got Yume Koujou: Doki Doki Panic, replaced the playable characters, polished it here and there a little, and voila.
Some of the differences between Doki Doki Panic and SMB2.
So that's why SMB2 is so different from other games in the series. But how would it fare? We'll see.
Story directly copied and pasted from the official manual, because I'm lazy.
You start the game with the character selection screen.
The character selection screen.
SMB2 offers variety right away by giving you four playable characters to choose from. Apart from the Mario brothers, now the player can also choose to play as Toad or Princess Peach. Each character has different strengths and weaknesses. Mario is the most well-rounded character. Luigi has the highest jump but slightly less strong. Toad has the worst jump, but he is the strongest character. Princess Peach is the weakest character, but she can hover in the air for a brief moment.
You can pick the character that best suits your style of play or the situation you have to face. Although Mario can adapt to any situations, you can benefit more from other characters in some levels.
The playable characters.
As soon as you enter the dream world, you'll be greeted by a beautiful and vivacious BGM.
Who put the exit here!?
Music:
SMB2's music is great. There aren't many tracks in total and they're so simple, yet they're so memorable. you can listen to it again and again until it sticks in your head, and you won't mind it. Sometimes you'll want to pick it up and play it again with great nostalgia. The overworld theme and the ending theme are ones of the best 8-bit video game songs of all time.
Rating: 9/10
Graphics:
The lush green scenery of world 1-1.
The graphics are pleasantly colorful. Most of the time the backgrounds are just plain plain. But what makes up for it is the liveliness the original SMB lacks. The cherries and the leaves swaying in the wind, the fluffy clouds, the running waterfall, the sprites are pretty detailed (for the era) and well-animated. The enemies look like they're really alive, the hopping Ostros, the struggling Shy Guys (when being hoisted), the flashing Sparks, you know immediately you'll be in deep trouble if you touch those. SMB2 could have become a duller game, but the graphics have breathed life and energy into it.
Rating: 8/10
Control:
There's nothing complicated with how you control your character, which is a good thing. A for jump, B for actions (picking, throwing, running, digging), D-pad to move and climb, up to enter doors, down to enter vases.
You can also do the power jump by holding the down button until the character flashes, then jump. This move allows you to reach high place you normally can't, and is also useful in some other situations.
The control is overall smooth and precise.
Rating: 10/10
Gameplay:
Now let's continue looking into the game.
SMB2 greatly differs from other games in the series. First of all, look at the HUD. There is no more timer and score, and now you get heart meter that shows how many HPs you have left. You can get extra HPs by collecting mushrooms, which are hidden in an alternate dimension call Subspace. You can enter Subspace by creating a door with a magic potion. In Subspace you can also get coins, which are used in the bonus game at the end of a level for extra lives. Another different thing is that you can't kill enemies by stomping them. If you jump on an enemy, you'll simply be standing on it. Instead, you kill them by throwing things at them. You can also pick up enemies and throw them around or use them as projectiles. You can take advantage of the fact that you can reposition and ride on your enemies in many situations.
The first transgender video game character ever.
At the end of each stage, you have to fight Birdo, who serves as the area's mini-boss. You can defeat her(?) by throwing the eggs she shoots at you back at her.
In some stages you'll stumble upon a locked door. In order to open it you'll have to find a key, but guarding it is one of the creepiest character in the video game history.
The intimidating Phanto, the most traumatizing memory from my childhood.
No matter where you go, underground, in a jar, in Subspace, he'll chase you relentlessly until you let go of the key, or until you're dead. And you'll find that some of the levels are designed in a way that makes you think why they made the exit so far, far away.
Speaking of level design, SMB2 presents you with a variety of themed worlds. Each level offers you different and unique gameplay that won't make you bored. For example, in desert levels you'll have to jump over quicksands, enter pyramids and dig through layers of sand to the bottom, and in sky levels you'll climb vines and ride on magic carpets or on Albatosses's back. Each has its own distinct features and charms, like SMB3's levels. It's more than jumping from platform to platform to platform to yet another platform until you reach the finishing line.
The tower.
Also, apart from the common side-scrolling format, SMB2 broke new ground by introducing a new dimension to the game, literally. Now there are some vertical scrolling areas where you have to scale or descend a tower with platforms and hanging chains while avoiding enemies. It was a new and refreshing idea that prevented the player from getting sick of the same old same old left-to-right gameplay.
And finally, the boss fights.
Mouser doesn't believe that he is just a mouse.
You'll be engaged in a face-off at the end of each world. The boss fights in SMB2 are fun. It's one area that SMB2 outdoes SMB3. Koopalings are cool and I sure love to have them around, but there is very small variation. It just feels like they came from the same blueprint. In SMB2, on the other hand, you get to fight 5 different bosses from 7 worlds. Each boss requires different approach and strategy. Even though 2 of them are rematches, overall it doesn't get repetitive.
Rating: 10/10
Difficulty:
There have been mixed opinions on how hard SMB2 is. Some say it's too hard and some say it's too easy. For me it's not too easy or too hard. I'd give it 5 out of 10 were it not for some factors.
First of all, the enemy respawning. Enemies in this game will respawn not when you leave the area and re-enter it, but as soon as the off-screen spawn points come in sight again. Sometimes you want to step back a little to dodge some fireballs or bullets that are coming at you, and when you go forward again, you find even more enemies to avoid. This makes the game unbelievably difficult in some parts. For example, the part where the Albatosses keep carpet bombing you with Bob-ombs. The respawning can be useful in some parts, where you need to utilize some enemies in order to progress. But in most situations it hinders more than it helps.
Second, the fact that you have only 2 continues leaves little room for mistakes and proves to be really challenging for beginners. Plus, you can't change your character during a level unless you lose all lives. If you happen to pick an unsuitable character, you might be in some deep trouble. 1-up mushrooms are rare and elusive. You can find them if you try hard enough but still they don't help much. The only other way to get extra lives is playing the bonus slot game at the end of each level, which relies on luck. I've heard that there are tricks for getting cherry (each cherry starting from the left column gives you an extra life). However, as far as I know, none of them has been confirmed. Anyway, if you can hoard a lot of coins then this problem isn't as bad as it sounds.
Finally, there is no save function in SMB2, a big regression considering that Doki Doki Panic has save function. This means you have to finish the game in one sitting. 20 areas aren't that many, but if you're a complete novice at platformer then that might be unlikely. Like the original SMB, though, there are warp spots that allow you to skip through the worlds, but to do that you have to find a magic potion, enter Subspace and enter a certain vase. The official manual doesn't mention anything about it. This method is so concealed there's no hope that one will learn about it without a combination of curiosity and a fluke (or a walkthrough).
Rating: 7/10
Finally Mouser is defeated. The world beyond is waiting for you.
Conclusion:
I don't know if American gamers back then sucked so hard none of them would ever finish the true SMB2 (SMB: The Lost Levels), or if Nintendo's decision to mario-ize Doki Doki Panic is correct, but there's one thing I know: SMB2 is a fantastic game. I've wrote that it might be impossible for a beginner to complete it in one sitting, but for me, personally, I feel that this game is a bit too short. Maybe it's because I still want more of it. What I think is that SMB2 had potential and could have been a better game. With all the elements the game has in store, I feel there were still many more ideas the developer could have put into the game. Perhaps they already reached the limit of things they could put into one cartridge. I don't really know because I'm not good at technical stuff. Still, there are many new and inventive components in the game that have been implemented in later Mario games, e.g. the pick up and throw mechanic in GB's Donkey Kong and it's follow-up on GBA, Mario vs Donkey Kong. Its unique gameplay never gets old, and I find myself coming back to play it from time to time.
If you haven't played this game before, play it. You'll enjoy every second you spend on this game. Some shun this game because it's not "the real sequel", and I have to say I understand their feeling well. There have been some random crappy pieces of work that just borrow the names and elements of some existing great titles, because they can just use the names to attract customers for some quick cash grab. However, SMB2 is in no way just a crappy namesake. If anything, it's nothing short of classic, and as one of the earlier games in the main series, though not the very cornerstone, it served as a solid foundation for many Mario games that came after it.
Overall rating (not an average): 9.0/10 | Excellent
I'll be posting my reviews of some old school games here, with NES/FDS games as the main focus. I'll try to update regularly.
Hope you find my reviews helpful and enjoyable. Thanks to all who bother to read them. All comments are welcome!
---
Table of contents
1. Super Mario Bros. 2
2. Teenage Mutant Ninja Turtles 2
3. Contra
4. Dragon Warrior
5. Nintendo World Cup
6. Mega Man
7. Wrecking Crew
8. Famicom Wars
9. Kirby's Adventure
10. Silkworm
11. Mega Man 2
12. WIP
---
1. Super Mario Bros. 2
Released In: 1988
Developer: Nintendo
Publisher: Nintendo
I'm sure most of us gamers have our childhood full of fond memories of Nintendo's masterpiece that is the SMB Series. The colorful sprites, the catchy music, the well-liked Koopalings, the annoying Lakitus... It is an absolute classic. The Mario games were the pinnacle of the NES era. Getting power-ups, stomping enemies, jumping from platform to platform, a formula that is surprisingly simple but crazily addictive.
And there's this one SMB game that doesn't look very Mario-ish.
Mario throwing turnips at some masked guys? Is this some sort of joke?
I had my first chance to play SMB2 only after I had played SMB and SMB3. For me, SMB was my first Mario game, and then SMB3, which has pretty similar gameplay and mechanics, was my second, so I reckoned SMB2 had to have the same elements. But, no. Instead of entering pipes, now Mario enters vases. Instead of collecting coins, now Mario collects cherries. Where are all the "?" blocks? Where are all the Goombas? Where have all the familiar features of SMB as we know it gone? This doesn't make any sense.
When I first saw SMB2, I thought it was some hack of some other game. Multicarts, pirated games and hacked games weren't uncommon. I once saw someone play this NES game named Super Mario Bros. 6. 6? What about 4 and 5? Super Mario Bros. 6 must be REALLY ahead of its time, so ahead that they decided to skip 4 and 5 to denote its aheadness. That must be it. There's no other explanation.
...Or not. Turned out it was just a hack of Konami's Tiny Toon Adventures.
This blows my mind.
SMB2 isn't far from it. Some of us might already know that the US version of SMB2 isn't the true sequel. Nintendo decided that the original SMB2 was too difficult and didn't offer enough new things to keep gamers interested, so they got Yume Koujou: Doki Doki Panic, replaced the playable characters, polished it here and there a little, and voila.
Some of the differences between Doki Doki Panic and SMB2.
So that's why SMB2 is so different from other games in the series. But how would it fare? We'll see.
Story directly copied and pasted from the official manual, because I'm lazy.
One evening, Mario had a strange dream. He dreamt of a long, long stairway leading up to a door. As soon as the door opened, he was confronted with a world he had never seen before spreading out as far as his eyes could see. When he strained his ears to listen, he heard a faint voice saying "Welcome to 'Subcon', the land of dreams. We have been cursed by Wart and we are completely under his evil spell. We have been awaiting your arrival. Please defeat Wart and return Subcon to its natural state. The curse Wart has put on you in the real world will not have any effect upon you here. Remember, Wart hates vegetables. Please help us!" At the same time this was heard, a bolt of lightning flashed before Mario's eyes. Stunned, Mario lost his footing and tumbled upside down. He awoke with a start to find himself sitting up in his bed. To clear his head, Mario talked to Luigi, Toad and Princess about the strange dream he had. They decide to go to a nearby mountain for a picnic. After arriving at the picnic area and looking at the scenery, they see a small cave nearby. When thy enter this cave, to their great surprise, there's a stairway leading up, up and up. It is exactly like the one Mario saw in his dream. They all walk together up the stairs and at the top, find a door just like the one is Mario's dream. When Mario and his friends, in fear, open the door, to their surprise, the world that he saw in his dream spreads out before them!....
You start the game with the character selection screen.
The character selection screen.
SMB2 offers variety right away by giving you four playable characters to choose from. Apart from the Mario brothers, now the player can also choose to play as Toad or Princess Peach. Each character has different strengths and weaknesses. Mario is the most well-rounded character. Luigi has the highest jump but slightly less strong. Toad has the worst jump, but he is the strongest character. Princess Peach is the weakest character, but she can hover in the air for a brief moment.
You can pick the character that best suits your style of play or the situation you have to face. Although Mario can adapt to any situations, you can benefit more from other characters in some levels.
The playable characters.
As soon as you enter the dream world, you'll be greeted by a beautiful and vivacious BGM.
Who put the exit here!?
Music:
SMB2's music is great. There aren't many tracks in total and they're so simple, yet they're so memorable. you can listen to it again and again until it sticks in your head, and you won't mind it. Sometimes you'll want to pick it up and play it again with great nostalgia. The overworld theme and the ending theme are ones of the best 8-bit video game songs of all time.
Rating: 9/10
Graphics:
The lush green scenery of world 1-1.
The graphics are pleasantly colorful. Most of the time the backgrounds are just plain plain. But what makes up for it is the liveliness the original SMB lacks. The cherries and the leaves swaying in the wind, the fluffy clouds, the running waterfall, the sprites are pretty detailed (for the era) and well-animated. The enemies look like they're really alive, the hopping Ostros, the struggling Shy Guys (when being hoisted), the flashing Sparks, you know immediately you'll be in deep trouble if you touch those. SMB2 could have become a duller game, but the graphics have breathed life and energy into it.
Rating: 8/10
Control:
There's nothing complicated with how you control your character, which is a good thing. A for jump, B for actions (picking, throwing, running, digging), D-pad to move and climb, up to enter doors, down to enter vases.
You can also do the power jump by holding the down button until the character flashes, then jump. This move allows you to reach high place you normally can't, and is also useful in some other situations.
The control is overall smooth and precise.
Rating: 10/10
Gameplay:
Now let's continue looking into the game.
SMB2 greatly differs from other games in the series. First of all, look at the HUD. There is no more timer and score, and now you get heart meter that shows how many HPs you have left. You can get extra HPs by collecting mushrooms, which are hidden in an alternate dimension call Subspace. You can enter Subspace by creating a door with a magic potion. In Subspace you can also get coins, which are used in the bonus game at the end of a level for extra lives. Another different thing is that you can't kill enemies by stomping them. If you jump on an enemy, you'll simply be standing on it. Instead, you kill them by throwing things at them. You can also pick up enemies and throw them around or use them as projectiles. You can take advantage of the fact that you can reposition and ride on your enemies in many situations.
The first transgender video game character ever.
At the end of each stage, you have to fight Birdo, who serves as the area's mini-boss. You can defeat her(?) by throwing the eggs she shoots at you back at her.
In some stages you'll stumble upon a locked door. In order to open it you'll have to find a key, but guarding it is one of the creepiest character in the video game history.
The intimidating Phanto, the most traumatizing memory from my childhood.
No matter where you go, underground, in a jar, in Subspace, he'll chase you relentlessly until you let go of the key, or until you're dead. And you'll find that some of the levels are designed in a way that makes you think why they made the exit so far, far away.
Speaking of level design, SMB2 presents you with a variety of themed worlds. Each level offers you different and unique gameplay that won't make you bored. For example, in desert levels you'll have to jump over quicksands, enter pyramids and dig through layers of sand to the bottom, and in sky levels you'll climb vines and ride on magic carpets or on Albatosses's back. Each has its own distinct features and charms, like SMB3's levels. It's more than jumping from platform to platform to platform to yet another platform until you reach the finishing line.
The tower.
Also, apart from the common side-scrolling format, SMB2 broke new ground by introducing a new dimension to the game, literally. Now there are some vertical scrolling areas where you have to scale or descend a tower with platforms and hanging chains while avoiding enemies. It was a new and refreshing idea that prevented the player from getting sick of the same old same old left-to-right gameplay.
And finally, the boss fights.
Mouser doesn't believe that he is just a mouse.
You'll be engaged in a face-off at the end of each world. The boss fights in SMB2 are fun. It's one area that SMB2 outdoes SMB3. Koopalings are cool and I sure love to have them around, but there is very small variation. It just feels like they came from the same blueprint. In SMB2, on the other hand, you get to fight 5 different bosses from 7 worlds. Each boss requires different approach and strategy. Even though 2 of them are rematches, overall it doesn't get repetitive.
Rating: 10/10
Difficulty:
There have been mixed opinions on how hard SMB2 is. Some say it's too hard and some say it's too easy. For me it's not too easy or too hard. I'd give it 5 out of 10 were it not for some factors.
First of all, the enemy respawning. Enemies in this game will respawn not when you leave the area and re-enter it, but as soon as the off-screen spawn points come in sight again. Sometimes you want to step back a little to dodge some fireballs or bullets that are coming at you, and when you go forward again, you find even more enemies to avoid. This makes the game unbelievably difficult in some parts. For example, the part where the Albatosses keep carpet bombing you with Bob-ombs. The respawning can be useful in some parts, where you need to utilize some enemies in order to progress. But in most situations it hinders more than it helps.
Second, the fact that you have only 2 continues leaves little room for mistakes and proves to be really challenging for beginners. Plus, you can't change your character during a level unless you lose all lives. If you happen to pick an unsuitable character, you might be in some deep trouble. 1-up mushrooms are rare and elusive. You can find them if you try hard enough but still they don't help much. The only other way to get extra lives is playing the bonus slot game at the end of each level, which relies on luck. I've heard that there are tricks for getting cherry (each cherry starting from the left column gives you an extra life). However, as far as I know, none of them has been confirmed. Anyway, if you can hoard a lot of coins then this problem isn't as bad as it sounds.
Finally, there is no save function in SMB2, a big regression considering that Doki Doki Panic has save function. This means you have to finish the game in one sitting. 20 areas aren't that many, but if you're a complete novice at platformer then that might be unlikely. Like the original SMB, though, there are warp spots that allow you to skip through the worlds, but to do that you have to find a magic potion, enter Subspace and enter a certain vase. The official manual doesn't mention anything about it. This method is so concealed there's no hope that one will learn about it without a combination of curiosity and a fluke (or a walkthrough).
Rating: 7/10
Finally Mouser is defeated. The world beyond is waiting for you.
Conclusion:
I don't know if American gamers back then sucked so hard none of them would ever finish the true SMB2 (SMB: The Lost Levels), or if Nintendo's decision to mario-ize Doki Doki Panic is correct, but there's one thing I know: SMB2 is a fantastic game. I've wrote that it might be impossible for a beginner to complete it in one sitting, but for me, personally, I feel that this game is a bit too short. Maybe it's because I still want more of it. What I think is that SMB2 had potential and could have been a better game. With all the elements the game has in store, I feel there were still many more ideas the developer could have put into the game. Perhaps they already reached the limit of things they could put into one cartridge. I don't really know because I'm not good at technical stuff. Still, there are many new and inventive components in the game that have been implemented in later Mario games, e.g. the pick up and throw mechanic in GB's Donkey Kong and it's follow-up on GBA, Mario vs Donkey Kong. Its unique gameplay never gets old, and I find myself coming back to play it from time to time.
If you haven't played this game before, play it. You'll enjoy every second you spend on this game. Some shun this game because it's not "the real sequel", and I have to say I understand their feeling well. There have been some random crappy pieces of work that just borrow the names and elements of some existing great titles, because they can just use the names to attract customers for some quick cash grab. However, SMB2 is in no way just a crappy namesake. If anything, it's nothing short of classic, and as one of the earlier games in the main series, though not the very cornerstone, it served as a solid foundation for many Mario games that came after it.
Overall rating (not an average): 9.0/10 | Excellent
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