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New Super Mario Bros. Review

In the "everything old is new again" spirit of the 21st century, there have been many bad remakes, remixes, and 'reinvisionings'. The gaming industry is especially guilty, with endless sequels and a lack of imagination being oft-discussed elements at developer get-togethers. Despite all this, it does appear you can go home again. Nintendo has competently revived the series that made it a household name in the U.S., with New Super Mario Bros.. A classic 2D platformer with plenty of new tricks, Mario comes bounding to the DS with a focus on what he does best. New Super Mario Bros. is not going to make you rethink what is possible in a game; It's not going to make you cry or change your life. It will, however, make you smile. Read on for my impressions of the pudgy plumber's newest adventure.
  • Title: New Super Mario Bros.
  • Developer/Publisher: Nintendo
  • System: DS
For a lot of gamers, growing up with games meant growing up with Mario. Just mentioning titles in the series can provoke memories from the far away and long ago. The first time you defeated Bowser, your first flight in the Tanooki suit, and Mario's first fumbling 3D steps are all moments we can share together as part of the collective gamer hive-mind. This shared history makes the average gamer an intuitive appreciator of New Super Mario Brothers' (NSMB) wafer-thin plot; Bowser has kidnapped Princess Peach and Mario has to save her.

What follows from the typical 'stealing the princess' scene is pure Mario flavour. You move your little red and blue plumber from left to right, avoiding Goombas, Koopa Troopas, and the occasional pit. What makes this game a worthy successor and not a cheap cash-in is the title's endless attention to detail and novelty. 1-1, for example, is an almost picture perfect mirror of the very first level of the original Super Mario Bros.. A mirror, that is, until you get over the second hill, pop the question block, and release the giant mushroom. The rest of the level rushes past in a blur as giant Mario slams through enemies, pipes, and scenery, before reaching the flag at the end of the level. This melding of the old and the new allows NSMB to mostly rise above expectations on the friction of greatness. The core of this greatness involves time-worn game concepts that have been freshened up with some new thread and a lot of care.

These game concepts come from across the many Mario titles. The map that allows you to navigate the Worlds and their sublevels is lifted from Super Mario Bros. 3. There are alternate routes through the maps, encouraging exploration and experimentation, as in Super Mario World. The butt-stomp and wall-jump from Mario 64 are here as well, and seeing them executed well in a 2D environment is well worth the price of admission. The only game element that somewhat disappointed was the powerup department. While the mega mushroom is a fun novelty the first time around, it has a fairly limited usefulness. There's also a mini mushroom, which makes you very small; Perfect for long floaty jumps and getting into tight spaces, but not that much fun. There's also the Troopa suit, a turtle shell that effectively turns Mario into a Koopa Troopa. You can run, get up some speed, and slide in the shell through enemies, knocking them akimbo. These are fun elements, but compared to genius like the flying Tanooki suit or the invincible Kuribo Boot they seem somehow a little thin.

Mario's transformative costumes aside, the quality of design here demands exploration and concerted effort. Levels ramp up in difficulty as you move through the Worlds. Requirements for completion go from 'a carefree leap or two' to 'carefully planned trial and error assaults'. Enemy placement is always designed to challenge and occasionally frustrate, but never to provoke calls of 'cheap!' Each world has a theme, of course, with World 2 being a sandy desert and World 5 covered in snow and ice. Within the overall theme of the World, each level provides thoughtful variation. Their overworld map appearance gives hints of what they'll be like; levels located in pits on the map are the familiar subterranean levels, while those on the edge of the ocean tend to have aquatic elements. Some levels are special cases, such as the towers and castles that dot each world. The tower is a mid-level challenge, a chance to face Bowser Jr. (Princess Peach's jailer) and drive him further along the map. The castle is the penultimate showdown for the current World, and defeating Jr. there drives him on to the next World. Generally unlockable, there are *-A levels that are entirely aquatic (and filled with swarming fish). There are also Ghost Houses, as in Super Mario World, which pit you against the surreal surroundings of the Boos and their crews.

The World map, then, is informative; It can also be frustrating. Scattered across the map are paths that are unreachable, tantalizing areas that beg to be unlocked. Some, like the powerup mushroom houses, are simply blocked from the main path. These can be unlocked with the large coins you find hidden in every level. Entire levels, though, are secreted off branching parts of the World's path. These require you to exit a particular level via an alternate route in order to open up that part of the path. The flag at the end of each level may, indeed, not be the way out you want. These secret routes lead to hidden levels, warp pipes that allow you to skip around within a World, cannons that blast you across the sky to land in other Worlds, and in two cases even allow you access to Worlds that would be otherwise inaccessible. This exploration element is as entertaining as it is addicting; Wondering just how you get from point A to point B will have you puzzling over the World map for many minutes.

Those minutes will pass by quickly, though, with your eyes resting easy on the beauty that is New Super Mario Bros. The DS has come into its own in the last year, with titles like Metroid Hunters proving the surprising power of Nintendo's two-screened beast. NSMB doesn't push the console the way Metroid did, but the game's graphical presentation is just as rock solid. The 3D elements that are incorporated into the 2D maps make the game pop out at you, as Mario and the various enemies shuffle and run through the colorful environments. The big smiles, though, are likely to come from the little touches. As mini-Mario, you can run across the surface of water, with splashes kicked up by the tiny plumber's pumping feet. In World 5 packed snow hanging on background tree branches is shaken loose as you pass, trapping you for a moment under a mound of wintery goodness. The environments are interactive and imaginative, and scored in the same style as all of the classic Mario titles. In order to avoid burnout by including endlessly familiar tunes and sound effects, there's a good deal of differentiation from the older titles musically. Just the same, you'll recognize where they're coming from with the underground theme, the noise when Mario loses a powerup, the particular blip as a Goomba is flattened, and the frustratingly familiar musical sting when you fall into a pit. These variations put you in the right state of mind, but don't come out of the box already old or annoying.

This preoccupation with recreating the familiar in a fresh way is, ultimately, why New Super Mario Bros. succeeds. The tight control of a leap atop a wandering Goomba is a gaming moment that, while certainly not new, never fails to be somehow special. NSMB taps directly into this with level design, musical scoring and sound effects that harken back to the best days of the NES and SNES. Even while the game looks backwards, it keeps its feet firmly in the now. The game looks terrific, is a challenge for a gamer of any skill level, and offers plenty of exploration elements to keep your mind active. There are even some WiFi multiplayer elements borrowed from the DS port of Mario 64, to keep you and a friend company on long trips. Some may look on this title as falling short of greatness. I see New Super Mario Bros. as competently meeting the expectations of our gaming heritage. Some games last a few hours, and some last a lifetime; This game was already a classic by the time I'd slotted it into my DS. NSMB belongs on the shelf alongside God of War or Half-Life 2, part of a stack I'll be carrying with me for a good, long time.

15 of 248 comments (clear)

  1. My Review by The+MAZZTer · · Score: 5, Informative

    This game is awesome, and lots of fun. GET IT. This is like what Super Mario World might have been if Nintendo waited until now to continue the Mario franchise.

    Also, the Blue Shell powerup (it allows you to dash to curl into a shell and knock enemies while speeding through the level) will be featured in Super Smash Bros Brawl, and it fits so perfectly I can't help but think it was planned.

    1. Re:My Review by SilentChris · · Score: 2, Informative

      "This is like what Super Mario World might have been if Nintendo waited until now to continue the Mario franchise."

      Honestly, I did get it, and while the game is very good it pales in comparison to Super Mario World. It pales even more to perhaps the best platformer ever made: Yoshi's Island. The control is a bit loose (more "SMB-ish" than "SMB 3-ish") and the game is over all too quickly. With dedication you can beat Super Mario World in one sitting. With light effort you can do the same with New Super Mario Bros.

      It's a fun title, but will it be remembered in the annals of platformer history? Doubt it.

  2. Welcome by spacemky · · Score: 5, Informative

    I for one welcome our new turtle-jumping, pipe-warping, fireball-spitting, bowser-butt-kicking, princess-saving overlord(s)!

    PS: If anyone hasn't seen the flash videos yet over at mario.nintendo.com, they are awesome!

    --
    640YB ought to be enough for anybody.
  3. Re:Why not the game cube? by Funk_dat69 · · Score: 4, Informative

    Nintendo has something else up its sleave for the cube.
    check it: http://cube.ign.com/articles/708/708018p1.html

    --
    FUNK!
  4. Re:Why not the game cube? by blazer1024 · · Score: 2, Informative

    Yeah, see it's on the DS. Dual-screen. The lower (touch) screen is often used to display stats, inventory, etc.

  5. Re:Modern 2D Games by Anonymous Coward · · Score: 1, Informative

    If you want to play 2D games, buy a Nintendo DS (it is backwards compatible with the GBA)

    There are lots of original 2D platform games for the GBA and DS -

    Four Castlevania games (3 GBA, 1 DS)
    Four MegaMan Zero games (all GBA)
    Two Metroid games (both GBA - admittedly one is a serious reworking of the original Metroid)
    Four Sonic games (3 GBA, 1 DS)

    And I am sure I am forgetting lots of titles.

    All of the above are excellent, and are not available on any other platform.

    If you are of the Sony persuasion, I understand the PSP has a pair of decent 2D MegaMan games (they do use 3D models much like this new Mario game).

  6. Editing - words have meanings. by JMZero · · Score: 5, Informative

    The castle is the penultimate showdown for the current World

    Penultimate: next to last.

    The castle is the not the next to last showdown for the current World. It's the last showdown in the current world.

    slide in the shell through enemies, knocking them akimbo

    Akimbo: In or into a position in which the hands are on the hips and the elbows are bowed outward:

    They really get knocked akimbo? That doesn't make sense. If you don't know what words mean, don't use them.

    --
    Let's not stir that bag of worms...
  7. Great game, a few annoying things by dividedsky319 · · Score: 3, Informative

    I just beat the game last night after having it since Friday. (I could have beaten it faster, but I made it a point to get all 3 coins in each world as well)

    It is a LOT of fun, I'm really happy with the jump back to 2d... however, I thought the powerups could have worked a little better. It's annoying being mini Mario, really the only time you'd use it is when you HAVE to to get to a special exit or to get a coin. And it's annoying running by those mini pipes and thinking "damn, I'm gonna have to come back in here once I find a mini mushroom..."

    I've only looked at a few of the mini games, which there are a bunch of... I'll be looking into those next.

    Oh, and one part of the summary is somewhat misleading: It mentions WiFi features. You can't play over the internet, you can only play via WiFi against other people nearby that have a DS. I wish they incorporated internet play into the game as well.

  8. Re:Nitpicky question by desenz · · Score: 2, Informative

    Yep, and its the same one hes had in all the recent mario games. I must admit I liked the novelty at first, but it is a little grating after a while.

  9. Flash 8 required. by leoxx · · Score: 4, Informative

    So don't bother clicking the link if you use Linux.

  10. Re:Nitpicky question by Erioll · · Score: 4, Informative

    He has a voice, but only uses it rarely. For example, he doesn't use it every time you jump, or use a fireball, etc, but WILL use it at the ends of levels, and i THINK while wall-jumping, though I could be wrong on that. Basically, his voice IS there, but it's rare. It's not like the "every jump" of SM64, etc, so not annoying at all IMO, though YMMV of course.

    As for the review, the "*-A" comment is patently wrong. "A" doesn't mean "Aquatic", but rather that it's just the first secret stage of the level. All of the purely secret stages have letter names rather than number ones, so level 3-A, 3-B, etc. Off the top of my head, I KNOW 7-A is NOT aquatic in any respect. Judging by the screenshots, Zonk didn't go past World 1, so maybe that's why he's confused, but for everybody else, the "numbered" stages are normal, and the "lettered" ones are secret.

    As for me, I enjoyed this game, but it really was way too short. I was never a "Mario Guru", but what I really thought this game was missing was a set of super-tough levels, ala the ones AFTER the Star Road in Super Mario World (Gnarly, Tubular, etc). Levels that take 10, 20, or MORE lives to get past even one of them. Those extremely unique (and challenging) levels from that game just straight-out don't exist, and even the vast majority of the "secret" exits are painfully obvious. I think I had to hit Gamefaqs for less than 3 secret exits, and maybe a half-dozen TOTAL of the star coins, because they were THAT obvious. I missed only ONE warp cannon from "just playing", and that's just a shame. And the SAME method to access both secret worlds? That's just incredibly weak.

    As somebody above also stated, most of the items were uninspired, and not really all that useful in a general sense OUTSIDE of an extremely specific secret. The selection from SMB3 was best (along with item storage), but at least SMW had GOOD items, and a good Yoshi mechanic to add more variety too. NSMB has neither of these. Honestly, the best item in the game is the Fire Flower, and it's good to the point of being just-about overpowered, as extremely few enemies don't die in one hit to it, and thus it's never all that "dangerous" while you have it.

    So I was mildly disappointed. It's fun to go through, just don't expect many "on the edge" challenges. I'd rather have the game itself to be at about the current difficulty, but throw up large "side areas" with massive challenge that the "casual" could never get through, but would provide longevity to others. SMW had this, and SMB3 didn't need it due to the length of the base game (along with the better variety of alternate paths). This is the main thing that NSMB was missing for me.

  11. Re:Princess Peach? by poot_rootbeer · · Score: 3, Informative

    isn't her name supposed to be Princess Toadstool?

    She is the princess of the Toadstool Kingdom. Peach is the name she signs on informal correspondence, as can be seen in the intro to Super Mario 64.

    What I would like to know is whatever happened to Pauline.

  12. Re:Princess Peach? by Overly+Critical+Guy · · Score: 2, Informative

    No, she was always Princess Peach of the Mushroom Kingdom in the original Japanese Mario games. For Super Mario 64, Nintendo decided to refer to her as Peach internationally. Toadstool was an America-only thing.

    --
    "Sufferin' succotash."
  13. Re:Speaking as a Goomba... by prockcore · · Score: 2, Informative

    Actually, Christine (the Goombette in Paper Mario 2) was seen writing letters.. they have powers of levitation aparently.. since the pencil would just float there.

  14. Re:Zonk, Please Stop. It Hurts. by ostermei · · Score: 2, Informative

    His point is that you stated that you "could care less," implying there is room below the level at which you care. In other words, you DO care. The phrase you were looking for is "I couldn't care less."

    Anyway, I don't have an answer to your other question, so I'll settle for just having cleared up a bit of miscommunication ;)

    --
    "Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read." -- Groucho Marx